diff --git a/base.css b/base.css
index aa94d74..d350ffe 100644
--- a/base.css
+++ b/base.css
@@ -56,13 +56,14 @@ body {
padding: 10px 20px 10px;
margin-left: -20px;
overflow:scroll;
+ overflow-y:auto;
overflow-x:hidden;
}
-/*
-.navbar ul {
- font-size: 15px;
-};
-*/
+.navbar-fixed-top a {
+ text-decoration: none;
+ color: #000000;
+}
+
h1, h2, h3, h4, h5, h6 {
display: block;
margin: 10px 0;
@@ -95,7 +96,15 @@ pre {
border-radius: 4px;
}
+.enumeration-list td {
+ padding-left:10px;
+ padding-right:10px;
+}
+.parameter-list td {
+ padding-left:5px;
+ padding-right:5px;
+}
.code-function {
text-decoration:none;
@@ -128,4 +137,67 @@ pre {
.code-storage-keyword {
text-decoration:none;
color:#466cb4;
-}
\ No newline at end of file
+}
+
+.code-doxygen {
+ text-decoration:none;
+ color:#bf3e00;
+ font-weight:bold;
+}
+
+.code-comment {
+ text-decoration:none;
+ color:#b704b5;
+}
+
+.code-preproc {
+ text-decoration:none;
+ color:#ac0000;
+}
+
+.code-text-quote {
+ text-decoration:none;
+ color:#008e00;
+}
+.code-number {
+ text-decoration:none;
+ color:#007b00;
+}
+.code-member {
+ text-decoration:none;
+ color:#7c5406;
+}
+.code-input-function {
+ text-decoration:none;
+ color:#B80000;
+ font-weight:bold;
+}
+.code-function-name {
+ text-decoration:none;
+ color:#09857e;
+ font-weight:bold;
+}
+.code-function-system {
+ text-decoration:none;
+ color:#acaa00;
+}
+.code-generic-define {
+ text-decoration:none;
+ color:#3c850b;
+}
+.code-macro {
+ text-decoration:none;
+ color:#3c850b;
+}
+.code-operator {
+ text-decoration:none;
+ color:#1633a3;
+}
+.code-keyword {
+ text-decoration:none;
+ color:#466cb4;
+}
+.code-class {
+ text-decoration:none;
+ color:#006cb4;
+}
diff --git a/class_ege__Camera.html b/class_ege__Camera.html
new file mode 100644
index 0000000..1d30836
--- /dev/null
+++ b/class_ege__Camera.html
@@ -0,0 +1,268 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::Camera Description:
+
+
+
Constructor and Destructor:
+
++ Camera (const vec3 & _eye , float _angleZ , float _angleTeta , float _distance );
+
+
Synopsis:
+
+# mat4 m_matrix ; # float m_offsetFactor ; # void update (void ); # vec3 m_eye ; + void setEye (const vec3 & _eye ); + const vec3 & getEye (void ) const ; # vec3 m_calculatedOrigin ; + const vec3 & getOrigin (void ) const ; # vec3 m_calculatedViewVector ; + const vec3 & getViewVector (void ) const ; # float m_angleZ ; + void setAngleZ (float _angleZ ); + float getAngleZ (void ) const ; # float m_angleTeta ; + void setAngleTeta (float _angleTeta ); + float getAngleTeta (void ) const ; # float m_distance ; + void setDistance (float _distance ); + float getDistance (void ) const ; + const mat4 & getMatrix (void ) const ; # bool m_forceViewTop ; + void setForcingViewTop (bool _newState ); + void periodicCall (float _step ); + vec3 projectOnZGround (const vec2 & _cameraDeltaAngle , float _zValue );
+
+
Detail:
+
m_matrix
+# mat4 m_matrix ;
+
+transformation matrix.
+
+
+
m_offsetFactor
+# float m_offsetFactor ;
+
+this variable is used to move the camera to the top position of the system == > automaticly
+
+
+
update
+# void update (void );
+update the matrix property
+
+
+
Camera
++ Camera (const vec3 & _eye , float _angleZ , float _angleTeta , float _distance );
+Constructor.
+
+Parameter [input]: _eye Position of the camera destination view.
+Parameter [input]: _angleZ Z rotation angle.
+Parameter [input]: _angleTeta Angle of the camera inclinason.
+Parameter [input]: _distance distance to the eye point
+
+
+
+
+
+
m_eye
+# vec3 m_eye ;
+
+position where the camera see
+
+
+
setEye
++ void setEye (const vec3 & _eye );
+set the position of the camera.
+
+Parameter [input]: pos Position of the camera.
+
+
+
+
+
+
getEye
++ const vec3 & getEye (void ) const ;
+get the curent Camera Eye position.
+
+Return: the current position.
+
+
+
+
+
m_calculatedOrigin
+# vec3 m_calculatedOrigin ;
+
+
+
+
+
getOrigin
++ const vec3 & getOrigin (void ) const ;
+get the curent Camera origin position.
+
+Return: the current position.
+
+
+
+
+
m_calculatedViewVector
+# vec3 m_calculatedViewVector ;
+
+
+
+
+
getViewVector
++ const vec3 & getViewVector (void ) const ;
+Get the camera viewing vector.
+
+Return: the current position.
+
+
+
+
+
m_angleZ
+# float m_angleZ ;
+
+
+
+
+
setAngleZ
++ void setAngleZ (float _angleZ );
+set the angle on the camera
+
+Parameter [input]: _angleZ Rotation angle in Z
+
+
+
+
+
+
getAngleZ
++ float getAngleZ (void ) const ;
+get the curent Camera angles.
+
+Return: the current angles Z.
+
+
+
+
+
m_angleTeta
+# float m_angleTeta ;
+
+
+
+
+
setAngleTeta
++ void setAngleTeta (float _angleTeta );
+set the angle on the camera
+
+Parameter [input]: _angleTeta Rotation angle in Teta
+
+
+
+
+
+
getAngleTeta
++ float getAngleTeta (void ) const ;
+get the curent Camera angles.
+
+Return: the current angles Teta.
+
+
+
+
+
m_distance
+# float m_distance ;
+
+
+
+
+
setDistance
++ void setDistance (float _distance );
+set the angle on the camera
+
+Parameter [input]: _distance Distance to the eye
+
+
+
+
+
+
getDistance
++ float getDistance (void ) const ;
+get the curent Camera angles.
+
+Return: the current distance to the eye.
+
+
+
+
+
getMatrix
++ const mat4 & getMatrix (void ) const ;
+get the transformation matix for the camera.
+
+Return: the current transformation matrix
+
+
+
+
+
m_forceViewTop
+# bool m_forceViewTop ;
+
+
+
+
+
setForcingViewTop
++ void setForcingViewTop (bool _newState );
+change camera mode of view == > force to the top view
+
+
+
+
periodicCall
++ void periodicCall (float _step );
+It is really needed to call the camera periodicly for performing automatic movement
+
+Parameter [input]: _step step time of moving
+
+
+
+
+
+
projectOnZGround
++ vec3 projectOnZGround (const vec2 & _cameraDeltaAngle , float _zValue );
+
+
+
+
+
+
+
+
diff --git a/class_ege__ElementGame.html b/class_ege__ElementGame.html
new file mode 100644
index 0000000..491f907
--- /dev/null
+++ b/class_ege__ElementGame.html
@@ -0,0 +1,434 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::ElementGame Description:
+
+
+
Constructor and Destructor:
+
++ ElementGame (ege::Environement & _env ); + virtual ~ElementGame (void );
+
+
Synopsis:
+
+# ege::Environement & m_env ; # btRigidBody* m_body ; + virtual const std::string & getType (void ) const ; + virtual bool init (enum property _property , void * _value ); + virtual bool unInit (void ); + uint32_t getUID (void ) const ; + bool loadMesh (const std::string & _meshFileName ); + bool setMesh (ege::resource::Mesh * _mesh ); + bool setShape (btCollisionShape* _shape ); + ege::resource::Mesh * getMesh (void ); + btCollisionShape* getShape (void ); # float m_life ; # float m_lifeMax ; + float getLifeRatio (void ); + bool isDead (void ); + virtual bool needToRemove (void ); + virtual void setFireOn (int32_t _groupIdSource , int32_t _type , float _power , const vec3 & _center ); + virtual void onLifeChange (void ); # int32_t m_group ; + int32_t getGroup (void ) const ; + void setGroup (int32_t _newGroup ); + virtual void preCalculationDraw (const ege::Camera & _camera ); + virtual void draw (int32_t _pass ); + virtual void drawLife (ewol::resource::Colored3DObject * _draw , const ege::Camera & _camera ); # ewol::compositing::Text m_debugText ; + virtual void drawDebug (ewol::resource::Colored3DObject * _draw , const ege::Camera & _camera ); + virtual vec3 getPositionTheoric (void ); + virtual void setPositionTheoric (const vec3 & _pos ); + const vec3 & getPosition (void ); + void setPosition (const vec3 & _pos ); + const vec3 & getSpeed (void ); + const float getInvMass (void ); + virtual void elementIsRemoved (ege::ElementGame * _removedElement ); # bool m_fixe ; + bool isFixed (void ); # float m_radius ; + float getRadius (void ); # bool m_elementInPhysicsSystem ; + void dynamicEnable (void ); + void dynamicDisable (void ); + void iaEnable (void ); + void iaDisable (void ); + virtual void iaAction (float _step ); + virtual void onDestroy (void );
+
+
Detail:
+
m_env
+# ege::Environement & m_env ;
+
+
+
+
+
m_body
+# btRigidBody* m_body ;
+
+all the element have a body == > otherwise it will be not manage with this system...
+
+
+
ElementGame
++ ElementGame (ege::Environement & _env );
+Constructor (when constructer is called just add element that did not change.
+The objest will be stored in a pool of element and keep a second time if needed == > redure memory allocation,
+when needed, the system will call the init and un-init function...
+
+
+
~ElementGame
++ virtual ~ElementGame (void );
+Destructor
+
+
+
getType
++ virtual const std::string & getType (void ) const ;
+get the element Type description string.
+
+Return: A reference on the descriptive string.
+
+
+
+
+
init
++ virtual bool init (enum property _property , void * _value );
+init the element with the defined properties
+
+
+
+
unInit
++ virtual bool unInit (void );
+
+
+
+
+
getUID
++ uint32_t getUID (void ) const ;
+get the curent Element Unique ID in the all Game.
+
+Return: The requested Unique ID.
+
+
+
+
+
loadMesh
++ bool loadMesh (const std::string & _meshFileName );
+Select a mesh with a specific name.
Note: Automaticly load the shape if it is specify in the mesh file
+
+Parameter [input]: _meshFileName filename of the Mesh.
+Return: true if no error occured
+
+
+
+
+
setMesh
++ bool setMesh (ege::resource::Mesh * _mesh );
+set the the Mesh properties.
Note: : this remove the shape and the mesh properties.
+
+
+
+
setShape
++ bool setShape (btCollisionShape* _shape );
+set the shape properties.
Note: : this remove the shape properties.
+
+Parameter [input]: _shape The shape pointer.
+Return: true if no error occured
+
+
+
+
+
getMesh
++ ege::resource::Mesh * getMesh (void );
+get a pointer on the Mesh file.
+
+Return: the mesh pointer.
+
+
+
+
+
getShape
++ btCollisionShape* getShape (void );
+get a pointer on the bullet collision shape.
+
+Return: the collision pointer.
+
+
+
+
+
m_life
+# float m_life ;
+
+Current life of the object
+
+
+
m_lifeMax
+# float m_lifeMax ;
+
+Maximum possible life of the element
+
+
+
getLifeRatio
++ float getLifeRatio (void );
+get the curent life ratio [0..1]
+
+Return: The proportionnal life
+
+
+
+
+
isDead
++ bool isDead (void );
+Check if the element is dead.
+
+Return: true if the element does not exist anymore, false otherwise.
+
+
+
+
+
needToRemove
++ virtual bool needToRemove (void );
+Request if the element might be removed from the system
+
+Return: true == > the object is removed
+
+
+
+
+
setFireOn
++ virtual void setFireOn (int32_t _groupIdSource , int32_t _type , float _power , const vec3 & _center );
+apply a fire on the element at a current power and a specific power.
+
+Parameter [input]: _groupIdSource Source Id of the group, by default all event arrive at all group, buf some event can not be obviously apply at the ennemy like reparing ....
+Parameter [input]: _type Type of event on the life propertied
+Parameter [input]: _power Power of the event (can be >0 for adding life).
+Parameter [input]: _center Some fire decrease in function of space distance...
+
+
+
+
+
+
onLifeChange
++ virtual void onLifeChange (void );
+Call chan the element life change
+
+
+
m_group
+# int32_t m_group ;
+
+Every element has a generic group
+
+
+
getGroup
++ int32_t getGroup (void ) const ;
+get the Group of the element.
+
+
+
+
setGroup
++ void setGroup (int32_t _newGroup );
+set the group of the curent element
+
+
+
+
preCalculationDraw
++ virtual void preCalculationDraw (const ege::Camera & _camera );
+Can be call tu opdate the list of the element displayed on the scren (example : no display of the hiden triangle)
+
+Parameter [input]: the camera properties
+
+
+
+
+
+
draw
++ virtual void draw (int32_t _pass );
+draw the curent element (can have multiple display)
+
+
+
+
drawLife
++ virtual void drawLife (ewol::resource::Colored3DObject * _draw , const ege::Camera & _camera );
+draw the current life of the element
+
+
+
m_debugText
+# ewol::compositing::Text m_debugText ;
+
+
+
+
+
drawDebug
++ virtual void drawDebug (ewol::resource::Colored3DObject * _draw , const ege::Camera & _camera );
+Debug display of the current element
+
+
+
+
getPositionTheoric
++ virtual vec3 getPositionTheoric (void );
+get the theoric position. Sometimes, the element has move due to an explosion or something else, then its real position in not the one that woult it be at the end ...
+
+Return: the theoric position
+
+
+
+
+
setPositionTheoric
++ virtual void setPositionTheoric (const vec3 & _pos );
+set the current Theoric position of the element
+
+Parameter [input]: set the 3D position.
+
+
+
+
+
+
getPosition
++ const vec3 & getPosition (void );
+get the current position of the element
+
+Return: the 3D position.
+
+
+
+
+
setPosition
++ void setPosition (const vec3 & _pos );
+set the current position of the element
+
+Parameter [input]: _pos set the 3D position.
+
+
+
+
+
+
getSpeed
++ const vec3 & getSpeed (void );
+get the current speed of the element
+
+
+
+
getInvMass
++ const float getInvMass (void );
+get the current mass of the element
+
+
+
+
elementIsRemoved
++ virtual void elementIsRemoved (ege::ElementGame * _removedElement );
+Event arrive when an element has been remove from the system == > this permit to keep pointer of ennemy, and not search them every cycle ...
+
+
+
+
m_fixe
+# bool m_fixe ;
+
+is a fixed element == > used for placement of every elements
+
+
+
isFixed
++ bool isFixed (void );
+get the element if it is fixed or not. if the element is fixed this is for tower, and all thing does not really move
+
+Return: true : The element is fixed.
+
+
+
+
+
m_radius
+# float m_radius ;
+
+Radius of the element (all element have a radius, if == 0 ==> then ghost ...
+
+
+
getRadius
++ float getRadius (void );
+get the current space needed by the element in the workspace
+
+Return: The dimention needed.
+
+
+
+
+
m_elementInPhysicsSystem
+# bool m_elementInPhysicsSystem ;
+
+
+
+
+
dynamicEnable
++ void dynamicEnable (void );
+set the elment in the physique engine
+
+
+
dynamicDisable
++ void dynamicDisable (void );
+remove this element from the physique engine
+
+
+
iaEnable
++ void iaEnable (void );
+enable periodic call Of this object for processing Artificial Intelligence
+
+
+
iaDisable
++ void iaDisable (void );
+disable periodic call Of this object for processing Artificial Intelligence
+
+
+
iaAction
++ virtual void iaAction (float _step );
+periodic call for intelligence artificial.
+
+Parameter [input]: step : step of time in s
+
+
+
+
+
+
onDestroy
++ virtual void onDestroy (void );
+
+
+
+
+
+
+
diff --git a/class_ege__ElementGame__localIA.html b/class_ege__ElementGame__localIA.html
new file mode 100644
index 0000000..55cfd0e
--- /dev/null
+++ b/class_ege__ElementGame__localIA.html
@@ -0,0 +1,94 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::ElementGame::localIA Description:
+
+
+
Associated Namespace:
+
Constructor and Destructor:
+
++ localIA (ElementGame & element ); + virtual ~localIA (void );
+
+
Synopsis:
+
++ void debugDraw (btIDebugDraw* _debugDrawer ); + void updateAction (btCollisionWorld* _collisionWorld , btScalar _step );
+
+
Object Hierarchy:
+
++btActionInterface +--> ege::ElementGame::localIA
+Detail:
+localIA
++ localIA (ElementGame & element );
+Constructor
+
+
+~localIA
++ virtual ~localIA (void );
+Destructor
+
+
+debugDraw
++ void debugDraw (btIDebugDraw* _debugDrawer );
+
+
+
+
+updateAction
++ void updateAction (btCollisionWorld* _collisionWorld , btScalar _step );
+
+
+
+
+
+
+
+
diff --git a/class_ege__ElementInteraction.html b/class_ege__ElementInteraction.html
new file mode 100644
index 0000000..c7082be
--- /dev/null
+++ b/class_ege__ElementInteraction.html
@@ -0,0 +1,133 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::ElementInteraction Description:
+
+
+
Constructor and Destructor:
+
++ ElementInteraction (int32_t _type , int32_t _groupSource , const vec3 & _pos );
+
+
Synopsis:
+
+# int32_t m_type ; + int32_t getType (void ); # int32_t m_groupSource ; + int32_t getSourceGroup (void ); # std::vector <int32_t> m_groupDestination ; + const std::vector <int32_t> & getDestinationGroup (void ); + void addGroupDestination (int32_t _id ); # vec3 m_positionSource ; + const vec3 & getSourcePosition (void ); + virtual void applyEvent (ege::ElementGame & _element );
+
+
Detail:
+
m_type
+# int32_t m_type ;
+
+
+
+
+
getType
++ int32_t getType (void );
+
+
+
+
+
m_groupSource
+# int32_t m_groupSource ;
+
+
+
+
+
getSourceGroup
++ int32_t getSourceGroup (void );
+
+
+
+
+
m_groupDestination
+# std::vector <int32_t> m_groupDestination ;
+
+
+
+
+
getDestinationGroup
++ const std::vector <int32_t> & getDestinationGroup (void );
+
+
+
+
+
addGroupDestination
++ void addGroupDestination (int32_t _id );
+
+
+
+
+
m_positionSource
+# vec3 m_positionSource ;
+
+
+
+
+
getSourcePosition
++ const vec3 & getSourcePosition (void );
+
+
+
+
+
ElementInteraction
++ ElementInteraction (int32_t _type , int32_t _groupSource , const vec3 & _pos );
+
+
+
+
+
applyEvent
++ virtual void applyEvent (ege::ElementGame & _element );
+
+
+
+
+
+
+
+
diff --git a/class_ege__Environement.html b/class_ege__Environement.html
new file mode 100644
index 0000000..2dd4900
--- /dev/null
+++ b/class_ege__Environement.html
@@ -0,0 +1,225 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::Environement Description:
+
+
+
class:
+
+
Constructor and Destructor:
+
++ Environement (void ); + virtual ~Environement (void );
+
+
Synopsis:
+
++ void addCreator (const std::string & _type , ege::createElement_tf _creator ); + ege::ElementGame * createElement (const std::string & _type , bool _autoAddElement , enum ege::property _property , void * _value ); + ege::ElementGame * createElement (const std::string & _type , std::string & _description , bool _autoAddElement ); + ege::ElementGame * createElement (const std::string & _type , ejson::Value * _value , bool _autoAddElement ); + ege::ElementGame * createElement (const std::string & _type , exml::Node * _node , bool _autoAddElement ); + void setDynamicWorld (btDynamicsWorld* _newWorld ); + btDynamicsWorld* getDynamicWorld (void ); + std::vector <ege::ElementGame*> & getElementGame (void ); + ege::ElementGame * getElementNearest (ege::ElementGame * _sourceRequest , float & _distance ); + void getElementNearest (const vec3 & _sourcePosition , float _distanceMax , std::vector <ege::Environement::ResultNearestElement> & _resultList ); + void getElementNearestFixed (const vec3 & _sourcePosition , float _distanceMax , std::vector <ege::Environement::ResultNearestElement> & _resultList ); + void addElementGame (ege::ElementGame * _newElement ); + void rmElementGame (ege::ElementGame * _removeElement ); + void getOrderedElementForDisplay (std::vector <ege::Environement::ResultNearestElement> & _resultList , const vec3 & _position , const vec3 & _direction ); + void generateInteraction (ege::ElementInteraction & _event ); + ege::ParticuleEngine & getParticuleEngine (void );
+
+
Detail:
+
Environement
++ Environement (void );
+
+
+
+
+
~Environement
++ virtual ~Environement (void );
+
+
+
+
+
addCreator
++ void addCreator (const std::string & _type , ege::createElement_tf _creator );
+add a creator element system
+
+
+
+
createElement
++ ege::ElementGame * createElement (const std::string & _type , bool _autoAddElement , enum ege::property _property , void * _value );
+Create an element on the curent scene.
Note: Pointer is return in case of setting properties on it...
+
+Parameter [input]: _type Type of the element that might be created.
+Parameter [input]: _description String that describe the content of the element properties.
+Parameter [input]: _autoAddElement this permit to add the element if it is created == > no more action ...
+Return: NULL if an error occured OR the pointer on the element and it is already added on the system.
+
+
+
+
+
createElement
++ ege::ElementGame * createElement (const std::string & _type , std::string & _description , bool _autoAddElement );
+
+
+
+
+
createElement
++ ege::ElementGame * createElement (const std::string & _type , ejson::Value * _value , bool _autoAddElement );
+
+
+
+
+
createElement
++ ege::ElementGame * createElement (const std::string & _type , exml::Node * _node , bool _autoAddElement );
+
+
+
+
+
setDynamicWorld
++ void setDynamicWorld (btDynamicsWorld* _newWorld );
+set the curent world
+
+
+
+
getDynamicWorld
++ btDynamicsWorld* getDynamicWorld (void );
+get the curent world
+
+Return: pointer on the current world
+
+
+
+
+
getElementGame
++ std::vector <ege::ElementGame*> & getElementGame (void );
+
+
+Return: all element list
+
+
+
+
+
getElementNearest
++ ege::ElementGame * getElementNearest (ege::ElementGame * _sourceRequest , float & _distance );
+get the nearest Element
+
+
+
+
getElementNearest
++ void getElementNearest (const vec3 & _sourcePosition , float _distanceMax , std::vector <ege::Environement::ResultNearestElement> & _resultList );
+
+
+
+
+
getElementNearestFixed
++ void getElementNearestFixed (const vec3 & _sourcePosition , float _distanceMax , std::vector <ege::Environement::ResultNearestElement> & _resultList );
+
+
+
+
+
addElementGame
++ void addElementGame (ege::ElementGame * _newElement );
+add an element on the list availlable.
+
+Parameter [input]: _newElement Element to add.
+
+
+
+
+
+
rmElementGame
++ void rmElementGame (ege::ElementGame * _removeElement );
+remove an element on the list availlable.
+
+Parameter [input]: _removeElement Element to remove.
+
+
+
+
+
+
getOrderedElementForDisplay
++ void getOrderedElementForDisplay (std::vector <ege::Environement::ResultNearestElement> & _resultList , const vec3 & _position , const vec3 & _direction );
+get the element order from the nearest to the farest, and remove all element that are not in the camera angle and axes.
+
+Parameter [input] [output]: _resultList List of the element ordered.
+Parameter [input]: _position Camera position in the space.
+Parameter [input]: _direction Camera direction of the view.
+
+
+
+
+
+
generateInteraction
++ void generateInteraction (ege::ElementInteraction & _event );
+generate an event on all the sub element of the game == > usefull for explosion, or lazer fire ...
+
+
+
+
getParticuleEngine
++ ege::ParticuleEngine & getParticuleEngine (void );
+get the particule engine reference.
+
+Return: The requested reference on the engine
+
+
+
+
+
+
+
+
diff --git a/class_ege__Environement__ResultNearestElement.html b/class_ege__Environement__ResultNearestElement.html
new file mode 100644
index 0000000..25bd7dd
--- /dev/null
+++ b/class_ege__Environement__ResultNearestElement.html
@@ -0,0 +1,75 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::Environement::ResultNearestElement Description:
+
+
+
Synopsis:
+
++ ege::ElementGame * element ; + float dist ;
+
+
Detail:
+
element
++ ege::ElementGame * element ;
+
+
+
+
+
dist
++ float dist ;
+
+
+
+
+
+
+
+
diff --git a/class_ege__Face.html b/class_ege__Face.html
new file mode 100644
index 0000000..0fee190
--- /dev/null
+++ b/class_ege__Face.html
@@ -0,0 +1,100 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::Face Constructor and Destructor:
+
++ Face (void ); + Face (int32_t v1 , int32_t t1 , int32_t v2 , int32_t t2 , int32_t v3 , int32_t t3 ); + Face (int32_t v1 , int32_t t1 , int32_t n1 , int32_t v2 , int32_t t2 , int32_t n2 , int32_t v3 , int32_t t3 , int32_t n3 );
+
+
Synopsis:
+
++ int32_t m_vertex ; + int32_t m_uv ; + int32_t m_normal ;
+
+
Detail:
+
m_vertex
++ int32_t m_vertex ;
+
+
+
+
+
m_uv
++ int32_t m_uv ;
+
+
+
+
+
m_normal
++ int32_t m_normal ;
+
+
+
+
+
Face
++ Face (void );
+
+
+
+
+
Face
++ Face (int32_t v1 , int32_t t1 , int32_t v2 , int32_t t2 , int32_t v3 , int32_t t3 );
+
+
+
+
+
Face
++ Face (int32_t v1 , int32_t t1 , int32_t n1 , int32_t v2 , int32_t t2 , int32_t n2 , int32_t v3 , int32_t t3 , int32_t n3 );
+
+
+
+
+
+
+
+
diff --git a/class_ege__FaceIndexing.html b/class_ege__FaceIndexing.html
new file mode 100644
index 0000000..bdb17a5
--- /dev/null
+++ b/class_ege__FaceIndexing.html
@@ -0,0 +1,72 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::FaceIndexing Synopsis:
+
++ std::vector <Face> m_faces ; + std::vector <uint32_t> m_index ;
+
+
Detail:
+
m_faces
++ std::vector <Face> m_faces ;
+
+
+
+
+
m_index
++ std::vector <uint32_t> m_index ;
+
+
+
+
+
+
+
+
diff --git a/class_ege__Light.html b/class_ege__Light.html
new file mode 100644
index 0000000..501410b
--- /dev/null
+++ b/class_ege__Light.html
@@ -0,0 +1,127 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::Light Description:
+
+
+
Constructor and Destructor:
+
++ Light (void ); + ~Light (void );
+
+
Synopsis:
+
++ void link (ewol::resource::Program * _prog , const std::string & _baseName ); + void draw (ewol::resource::Program * _prog ); + void setDirection (const vec3 & val ); + void setHalfPlane (const vec3 & val ); + void setAmbientColor (const vec4 & val ); + void setDiffuseColor (const vec4 & val ); + void setSpecularColor (const vec4 & val ); + friendetk::CCout & operator << (etk::CCout & _os , const ege::Light & _obj );
+
+
Detail:
+
Light
++ Light (void );
+
+
+
+
+
~Light
++ ~Light (void );
+
+
+
+
+
link
++ void link (ewol::resource::Program * _prog , const std::string & _baseName );
+
+
+
+
+
draw
++ void draw (ewol::resource::Program * _prog );
+
+
+
+
+
setDirection
++ void setDirection (const vec3 & val );
+
+
+
+
+
setHalfPlane
++ void setHalfPlane (const vec3 & val );
+
+
+
+
+
setAmbientColor
++ void setAmbientColor (const vec4 & val );
+
+
+
+
+
setDiffuseColor
++ void setDiffuseColor (const vec4 & val );
+
+
+
+
+
setSpecularColor
++ void setSpecularColor (const vec4 & val );
+
+
+
+
+
operator <<
++ friendetk::CCout & operator << (etk::CCout & _os , const ege::Light & _obj );
+
+
+
+
+
+
+
+
diff --git a/class_ege__Material.html b/class_ege__Material.html
new file mode 100644
index 0000000..016c578
--- /dev/null
+++ b/class_ege__Material.html
@@ -0,0 +1,139 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::Material Description:
+
+
+
Constructor and Destructor:
+
++ Material (void ); + ~Material (void );
+
+
Synopsis:
+
++ std::vector <uint32_t> m_listIndexFaces ; + void draw (ewol::resource::Program * _prog , const ege::MaterialGlId & _glID ); + void setAmbientFactor (const vec4 & _val ); + void setDiffuseFactor (const vec4 & _val ); + void setSpecularFactor (const vec4 & _val ); + void setShininess (float _val ); + void setTexture0 (const std::string & _filename ); + void setImageSize (const ivec2 & _newSize ); + egami::Image * get (void ); + void flush (void );
+
+
Detail:
+
m_listIndexFaces
++ std::vector <uint32_t> m_listIndexFaces ;
+
+
+
+
+
Material
++ Material (void );
+
+
+
+
+
~Material
++ ~Material (void );
+
+
+
+
+
draw
++ void draw (ewol::resource::Program * _prog , const ege::MaterialGlId & _glID );
+
+
+
+
+
setAmbientFactor
++ void setAmbientFactor (const vec4 & _val );
+
+
+
+
+
setDiffuseFactor
++ void setDiffuseFactor (const vec4 & _val );
+
+
+
+
+
setSpecularFactor
++ void setSpecularFactor (const vec4 & _val );
+
+
+
+
+
setShininess
++ void setShininess (float _val );
+
+
+
+
+
setTexture0
++ void setTexture0 (const std::string & _filename );
+
+
+
+
+
setImageSize
++ void setImageSize (const ivec2 & _newSize );
+
+
+
+
+
get
++ egami::Image * get (void );
+
+
+
+
+
flush
++ void flush (void );
+
+
+
+
+
+
+
+
diff --git a/class_ege__MaterialGlId.html b/class_ege__MaterialGlId.html
new file mode 100644
index 0000000..1e71e0e
--- /dev/null
+++ b/class_ege__MaterialGlId.html
@@ -0,0 +1,106 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::MaterialGlId Constructor and Destructor:
+
++ MaterialGlId (void );
+
+
Synopsis:
+
++ int32_t m_GL_ambientFactor ; + int32_t m_GL_diffuseFactor ; + int32_t m_GL_specularFactor ; + int32_t m_GL_shininess ; + int32_t m_GL_texture0 ; + void link (ewol::resource::Program * _prog , const std::string & _baseName );
+
+
Detail:
+
m_GL_ambientFactor
++ int32_t m_GL_ambientFactor ;
+
+
+
+
+
m_GL_diffuseFactor
++ int32_t m_GL_diffuseFactor ;
+
+
+
+
+
m_GL_specularFactor
++ int32_t m_GL_specularFactor ;
+
+
+
+
+
m_GL_shininess
++ int32_t m_GL_shininess ;
+
+
+
+
+
m_GL_texture0
++ int32_t m_GL_texture0 ;
+
+
+
+
+
MaterialGlId
++ MaterialGlId (void );
+
+
+
+
+
link
++ void link (ewol::resource::Program * _prog , const std::string & _baseName );
+
+
+
+
+
+
+
+
diff --git a/class_ege__Particule.html b/class_ege__Particule.html
new file mode 100644
index 0000000..fe6a0ca
--- /dev/null
+++ b/class_ege__Particule.html
@@ -0,0 +1,144 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::Particule Description:
+The particule class is an element with no control, when it will be created,
+ it does not have any control, for example smoke or reactor generation ...
+ or explosion particule ...
+
Constructor and Destructor:
+
++ Particule (ege::ParticuleEngine & _particuleEngine , const char * _particuleType ); + virtual ~Particule (void );
+
+
Synopsis:
+
+# ege::ParticuleEngine & m_particuleEngine ; # const char * m_particuleType ; + virtual void init (void ); + virtual void UnInit (void ); + virtual void update (float _delta ); + virtual void draw (const ege::Camera & _camera ); + virtual bool needRemove (void ); + const char * getParticuleType (void ); + virtual void onEnd (void );
+
+
Detail:
+
m_particuleEngine
+# ege::ParticuleEngine & m_particuleEngine ;
+
+
+
+
+
m_particuleType
+# const char * m_particuleType ;
+
+
+
+
+
Particule
++ Particule (ege::ParticuleEngine & _particuleEngine , const char * _particuleType );
+Constructor.
+
+
+
+
~Particule
++ virtual ~Particule (void );
+Destructor.
+
+
+
init
++ virtual void init (void );
+init the particule
+
+
+
UnInit
++ virtual void UnInit (void );
+Un-init the particule
+
+
+
update
++ virtual void update (float _delta );
+update the paticule properties
+
+
+
+
draw
++ virtual void draw (const ege::Camera & _camera );
+draw the current particule
+
+
+
needRemove
++ virtual bool needRemove (void );
+Check if the element might be removed
+
+Return: true : The element might be removed<br/>false : The element might be keeped
+
+
+
+
+
getParticuleType
++ const char * getParticuleType (void );
+get the type of the particule
+
+Return: Type of the current particule
+
+
+
+
+
onEnd
++ virtual void onEnd (void );
+When the particule arrive to his end of life, this function is called.
+
+
+
+
+
+
diff --git a/class_ege__ParticuleEngine.html b/class_ege__ParticuleEngine.html
new file mode 100644
index 0000000..f11fd1a
--- /dev/null
+++ b/class_ege__ParticuleEngine.html
@@ -0,0 +1,124 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::ParticuleEngine Description:
+
+
+
Constructor and Destructor:
+
++ ParticuleEngine (ege::Environement & _env ); + ~ParticuleEngine (void );
+
+
Synopsis:
+
++ void clear (void ); + void add (Particule* _particule ); + void update (float _deltaTime ); + void draw (const ege::Camera & _camera ); + Particule* respown (const char * _particuleType );
+
+
Detail:
+
ParticuleEngine
++ ParticuleEngine (ege::Environement & _env );
+
+
+
+
+
~ParticuleEngine
++ ~ParticuleEngine (void );
+
+
+
+
+
clear
++ void clear (void );
+clear the particule engine
+
+
+
add
++ void add (Particule* _particule );
+add a particule in the engine (internal acces only)
+
+
+
+
update
++ void update (float _deltaTime );
+update particule properties
+
+Parameter [input]: _deltaTime delta time to process
+
+
+
+
+
+
draw
++ void draw (const ege::Camera & _camera );
+draw all the active Particule
+
+
+
+
respown
++ Particule* respown (const char * _particuleType );
+get a particue with his type, we get particule that has been already removed, otherwise, you will create new
Note: If you did not want to use respawn set type at NULL.
+
+
+
+
+
+
+
diff --git a/class_ege__ParticuleSimple.html b/class_ege__ParticuleSimple.html
new file mode 100644
index 0000000..3509dba
--- /dev/null
+++ b/class_ege__ParticuleSimple.html
@@ -0,0 +1,195 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::ParticuleSimple Description:
+The particule class is an element with no control, when it will be created,
+ it does not have any control, for example smoke or reactor generation ...
+ or explosion particule ...
+
Constructor and Destructor:
+
++ ParticuleSimple (ege::ParticuleEngine & _particuleEngine , const char * _particuleType ); + virtual ~ParticuleSimple (void );
+
+
Synopsis:
+
++ virtual void update (float _delta ); + virtual bool needRemove (void ); + virtual void init (void ); # float m_lifeFull ; # float m_life ; # float m_level ; # vec3 m_pos ; # float m_angle ; # vec3 m_speed ; # vec3 m_scale ; # vec3 m_scaleExpand ; + virtual void setLife (float _life ); + virtual void setLevel (float _level ); + virtual void setPosition (const vec3 & _pos ); + virtual void setAngle (float _angle ); + virtual void setMoveSpeed (const vec3 & _speed ); + virtual void setScale (const vec3 & _scale ); + virtual void setScaleExpend (const vec3 & _scaleExpand );
+
+
Object Hierarchy:
+
++Particule +--> ege::ParticuleSimple
+Detail:
+ParticuleSimple
++ ParticuleSimple (ege::ParticuleEngine & _particuleEngine , const char * _particuleType );
+Constructor.
+
+
+
+~ParticuleSimple
++ virtual ~ParticuleSimple (void );
+Destructor.
+
+
+update
++ virtual void update (float _delta );
+
+
+
+
+needRemove
++ virtual bool needRemove (void );
+
+
+
+
+init
++ virtual void init (void );
+
+
+
+
+m_lifeFull
+# float m_lifeFull ;
+
+
+
+
+m_life
+# float m_life ;
+
+
+
+
+m_level
+# float m_level ;
+
+
+
+
+m_pos
+# vec3 m_pos ;
+
+
+
+
+m_angle
+# float m_angle ;
+
+
+
+
+m_speed
+# vec3 m_speed ;
+
+
+
+
+m_scale
+# vec3 m_scale ;
+
+
+
+
+m_scaleExpand
+# vec3 m_scaleExpand ;
+
+
+
+
+setLife
++ virtual void setLife (float _life );
+
+
+
+
+setLevel
++ virtual void setLevel (float _level );
+
+
+
+
+setPosition
++ virtual void setPosition (const vec3 & _pos );
+
+
+
+
+setAngle
++ virtual void setAngle (float _angle );
+
+
+
+
+setMoveSpeed
++ virtual void setMoveSpeed (const vec3 & _speed );
+
+
+
+
+setScale
++ virtual void setScale (const vec3 & _scale );
+
+
+
+
+setScaleExpend
++ virtual void setScaleExpend (const vec3 & _scaleExpand );
+
+
+
+
+
+
+
+
diff --git a/class_ege__PhysicsBox.html b/class_ege__PhysicsBox.html
new file mode 100644
index 0000000..ac0eaef
--- /dev/null
+++ b/class_ege__PhysicsBox.html
@@ -0,0 +1,118 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::PhysicsBox Description:
+
+
+
Constructor and Destructor:
+
++ PhysicsBox (void ); + virtual ~PhysicsBox (void );
+
+
Synopsis:
+
++ virtual bool parse (const char * _line ); + virtual void display (void ); + virtual enum ege::PhysicsShape::type getType (void ); + const vec3 & getSize (void ) const ; + virtual const ege::PhysicsBox * toBox (void ) const ; + virtual ege::PhysicsBox * toBox (void );
+
+
Object Hierarchy:
+
++ege::PhysicsShape +--> ege::PhysicsBox
+Detail:
+PhysicsBox
++ PhysicsBox (void );
+
+
+
+
+~PhysicsBox
++ virtual ~PhysicsBox (void );
+
+
+
+
+parse
++ virtual bool parse (const char * _line );
+
+
+
+
+display
++ virtual void display (void );
+
+
+
+
+getType
++ virtual enum ege::PhysicsShape::type getType (void );
+
+
+
+
+getSize
++ const vec3 & getSize (void ) const ;
+
+
+
+
+toBox
++ virtual const ege::PhysicsBox * toBox (void ) const ;
+
+
+
+
+toBox
++ virtual ege::PhysicsBox * toBox (void );
+
+
+
+
+
+
+
+
diff --git a/class_ege__PhysicsCapsule.html b/class_ege__PhysicsCapsule.html
new file mode 100644
index 0000000..62f1653
--- /dev/null
+++ b/class_ege__PhysicsCapsule.html
@@ -0,0 +1,124 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::PhysicsCapsule Description:
+
+
+
Constructor and Destructor:
+
++ PhysicsCapsule (void ); + virtual ~PhysicsCapsule (void );
+
+
Synopsis:
+
++ virtual bool parse (const char * _line ); + virtual void display (void ); + virtual enum ege::PhysicsShape::type getType (void ); + float getRadius (void ) const ; + float getHeight (void ) const ; + virtual const ege::PhysicsCapsule * toCapsule (void ) const ; + virtual ege::PhysicsCapsule * toCapsule (void );
+
+
Object Hierarchy:
+
++ege::PhysicsShape +--> ege::PhysicsCapsule
+Detail:
+PhysicsCapsule
++ PhysicsCapsule (void );
+
+
+
+
+~PhysicsCapsule
++ virtual ~PhysicsCapsule (void );
+
+
+
+
+parse
++ virtual bool parse (const char * _line );
+
+
+
+
+display
++ virtual void display (void );
+
+
+
+
+getType
++ virtual enum ege::PhysicsShape::type getType (void );
+
+
+
+
+getRadius
++ float getRadius (void ) const ;
+
+
+
+
+getHeight
++ float getHeight (void ) const ;
+
+
+
+
+toCapsule
++ virtual const ege::PhysicsCapsule * toCapsule (void ) const ;
+
+
+
+
+toCapsule
++ virtual ege::PhysicsCapsule * toCapsule (void );
+
+
+
+
+
+
+
+
diff --git a/class_ege__PhysicsCone.html b/class_ege__PhysicsCone.html
new file mode 100644
index 0000000..566891c
--- /dev/null
+++ b/class_ege__PhysicsCone.html
@@ -0,0 +1,124 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::PhysicsCone Description:
+
+
+
Constructor and Destructor:
+
++ PhysicsCone (void ); + virtual ~PhysicsCone (void );
+
+
Synopsis:
+
++ virtual bool parse (const char * _line ); + virtual void display (void ); + virtual enum ege::PhysicsShape::type getType (void ); + float getRadius (void ) const ; + float getHeight (void ) const ; + virtual const ege::PhysicsCone * toCone (void ) const ; + virtual ege::PhysicsCone * toCone (void );
+
+
Object Hierarchy:
+
++ege::PhysicsShape +--> ege::PhysicsCone
+Detail:
+PhysicsCone
++ PhysicsCone (void );
+
+
+
+
+~PhysicsCone
++ virtual ~PhysicsCone (void );
+
+
+
+
+parse
++ virtual bool parse (const char * _line );
+
+
+
+
+display
++ virtual void display (void );
+
+
+
+
+getType
++ virtual enum ege::PhysicsShape::type getType (void );
+
+
+
+
+getRadius
++ float getRadius (void ) const ;
+
+
+
+
+getHeight
++ float getHeight (void ) const ;
+
+
+
+
+toCone
++ virtual const ege::PhysicsCone * toCone (void ) const ;
+
+
+
+
+toCone
++ virtual ege::PhysicsCone * toCone (void );
+
+
+
+
+
+
+
+
diff --git a/class_ege__PhysicsConvexHull.html b/class_ege__PhysicsConvexHull.html
new file mode 100644
index 0000000..47d3453
--- /dev/null
+++ b/class_ege__PhysicsConvexHull.html
@@ -0,0 +1,124 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::PhysicsConvexHull Description:
+
+
+
Constructor and Destructor:
+
++ PhysicsConvexHull (void ); + virtual ~PhysicsConvexHull (void );
+
+
Synopsis:
+
++ virtual bool parse (const char * _line ); + virtual void display (void ); + virtual enum ege::PhysicsShape::type getType (void ); + vec3 getScale (void ) const ; + const std::vector <vec3> & getPointList (void ) const ; + virtual const ege::PhysicsConvexHull * toConvexHull (void ) const ; + virtual ege::PhysicsConvexHull * toConvexHull (void );
+
+
Object Hierarchy:
+
++ege::PhysicsShape +--> ege::PhysicsConvexHull
+Detail:
+PhysicsConvexHull
++ PhysicsConvexHull (void );
+
+
+
+
+~PhysicsConvexHull
++ virtual ~PhysicsConvexHull (void );
+
+
+
+
+parse
++ virtual bool parse (const char * _line );
+
+
+
+
+display
++ virtual void display (void );
+
+
+
+
+getType
++ virtual enum ege::PhysicsShape::type getType (void );
+
+
+
+
+getScale
++ vec3 getScale (void ) const ;
+
+
+
+
+getPointList
++ const std::vector <vec3> & getPointList (void ) const ;
+
+
+
+
+toConvexHull
++ virtual const ege::PhysicsConvexHull * toConvexHull (void ) const ;
+
+
+
+
+toConvexHull
++ virtual ege::PhysicsConvexHull * toConvexHull (void );
+
+
+
+
+
+
+
+
diff --git a/class_ege__PhysicsCylinder.html b/class_ege__PhysicsCylinder.html
new file mode 100644
index 0000000..ad0265c
--- /dev/null
+++ b/class_ege__PhysicsCylinder.html
@@ -0,0 +1,118 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::PhysicsCylinder Description:
+
+
+
Constructor and Destructor:
+
++ PhysicsCylinder (void ); + virtual ~PhysicsCylinder (void );
+
+
Synopsis:
+
++ virtual bool parse (const char * _line ); + virtual void display (void ); + virtual enum ege::PhysicsShape::type getType (void ); + vec3 getSize (void ) const ; + virtual const ege::PhysicsCylinder * toCylinder (void ) const ; + virtual ege::PhysicsCylinder * toCylinder (void );
+
+
Object Hierarchy:
+
++ege::PhysicsShape +--> ege::PhysicsCylinder
+Detail:
+PhysicsCylinder
++ PhysicsCylinder (void );
+
+
+
+
+~PhysicsCylinder
++ virtual ~PhysicsCylinder (void );
+
+
+
+
+parse
++ virtual bool parse (const char * _line );
+
+
+
+
+display
++ virtual void display (void );
+
+
+
+
+getType
++ virtual enum ege::PhysicsShape::type getType (void );
+
+
+
+
+getSize
++ vec3 getSize (void ) const ;
+
+
+
+
+toCylinder
++ virtual const ege::PhysicsCylinder * toCylinder (void ) const ;
+
+
+
+
+toCylinder
++ virtual ege::PhysicsCylinder * toCylinder (void );
+
+
+
+
+
+
+
+
diff --git a/class_ege__PhysicsShape.html b/class_ege__PhysicsShape.html
new file mode 100644
index 0000000..cd61bf4
--- /dev/null
+++ b/class_ege__PhysicsShape.html
@@ -0,0 +1,229 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::PhysicsShape Description:
+
+
+
enum:
+
+
Constructor and Destructor:
+
++ PhysicsShape (void ); + virtual ~PhysicsShape (void );
+
+
Synopsis:
+
++ ege::PhysicsShape * create (const std::string & _name ); + virtual enum ege::PhysicsShape::type getType (void ); + virtual bool parse (const char * _line ); + virtual void display (void ); + const vec4 & getQuaternion (void ) const ; + const vec3 & getOrigin (void ) const ; + bool isBox (void ); + bool isCylinder (void ); + bool isCapsule (void ); + bool isCone (void ); + bool isConvexHull (void ); + bool isSphere (void ); + virtual const ege::PhysicsBox * toBox (void ) const ; + virtual ege::PhysicsBox * toBox (void ); + virtual const ege::PhysicsCylinder * toCylinder (void ) const ; + virtual ege::PhysicsCylinder * toCylinder (void ); + virtual const ege::PhysicsCapsule * toCapsule (void ) const ; + virtual ege::PhysicsCapsule * toCapsule (void ); + virtual const ege::PhysicsCone * toCone (void ) const ; + virtual ege::PhysicsCone * toCone (void ); + virtual const ege::PhysicsConvexHull * toConvexHull (void ) const ; + virtual ege::PhysicsConvexHull * toConvexHull (void ); + virtual const ege::PhysicsSphere * toSphere (void ) const ; + virtual ege::PhysicsSphere * toSphere (void );
+
+
Object Hierarchy:
+
+ege::PhysicsShape +--> ege::PhysicsCylinder +--> ege::PhysicsConvexHull +--> ege::PhysicsCone +--> ege::PhysicsBox +--> ege::PhysicsCapsule +--> ege::PhysicsSphere
+Detail:
+create
++ ege::PhysicsShape * create (const std::string & _name );
+
+
+
+
+PhysicsShape
++ PhysicsShape (void );
+
+
+
+
+~PhysicsShape
++ virtual ~PhysicsShape (void );
+
+
+
+
+getType
++ virtual enum ege::PhysicsShape::type getType (void );
+
+
+
+
+parse
++ virtual bool parse (const char * _line );
+
+
+
+
+display
++ virtual void display (void );
+
+
+
+
+getQuaternion
++ const vec4 & getQuaternion (void ) const ;
+
+
+
+
+getOrigin
++ const vec3 & getOrigin (void ) const ;
+
+
+
+
+isBox
++ bool isBox (void );
+
+
+
+
+isCylinder
++ bool isCylinder (void );
+
+
+
+
+isCapsule
++ bool isCapsule (void );
+
+
+
+
+isCone
++ bool isCone (void );
+
+
+
+
+isConvexHull
++ bool isConvexHull (void );
+
+
+
+
+isSphere
++ bool isSphere (void );
+
+
+
+
+toBox
++ virtual const ege::PhysicsBox * toBox (void ) const ;
+
+
+
+
+toBox
++ virtual ege::PhysicsBox * toBox (void );
+
+
+
+
+toCylinder
++ virtual const ege::PhysicsCylinder * toCylinder (void ) const ;
+
+
+
+
+toCylinder
++ virtual ege::PhysicsCylinder * toCylinder (void );
+
+
+
+
+toCapsule
++ virtual const ege::PhysicsCapsule * toCapsule (void ) const ;
+
+
+
+
+toCapsule
++ virtual ege::PhysicsCapsule * toCapsule (void );
+
+
+
+
+toCone
++ virtual const ege::PhysicsCone * toCone (void ) const ;
+
+
+
+
+toCone
++ virtual ege::PhysicsCone * toCone (void );
+
+
+
+
+toConvexHull
++ virtual const ege::PhysicsConvexHull * toConvexHull (void ) const ;
+
+
+
+
+toConvexHull
++ virtual ege::PhysicsConvexHull * toConvexHull (void );
+
+
+
+
+toSphere
++ virtual const ege::PhysicsSphere * toSphere (void ) const ;
+
+
+
+
+toSphere
++ virtual ege::PhysicsSphere * toSphere (void );
+
+
+
+
+
+
+
+
diff --git a/class_ege__PhysicsSphere.html b/class_ege__PhysicsSphere.html
new file mode 100644
index 0000000..f2ce06a
--- /dev/null
+++ b/class_ege__PhysicsSphere.html
@@ -0,0 +1,106 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::PhysicsSphere Description:
+
+
+
Constructor and Destructor:
+
++ PhysicsSphere (void ); + virtual ~PhysicsSphere (void );
+
+
Synopsis:
+
++ virtual bool parse (const char * _line ); + virtual void display (void ); + virtual enum ege::PhysicsShape::type getType (void ); + float getRadius (void ) const ;
+
+
Object Hierarchy:
+
++ege::PhysicsShape +--> ege::PhysicsSphere
+Detail:
+PhysicsSphere
++ PhysicsSphere (void );
+
+
+
+
+~PhysicsSphere
++ virtual ~PhysicsSphere (void );
+
+
+
+
+parse
++ virtual bool parse (const char * _line );
+
+
+
+
+display
++ virtual void display (void );
+
+
+
+
+getType
++ virtual enum ege::PhysicsShape::type getType (void );
+
+
+
+
+getRadius
++ float getRadius (void ) const ;
+
+
+
+
+
+
+
+
diff --git a/class_ege__resource__Mesh.html b/class_ege__resource__Mesh.html
new file mode 100644
index 0000000..be111c1
--- /dev/null
+++ b/class_ege__resource__Mesh.html
@@ -0,0 +1,296 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::resource::Mesh Description:
+
+
+
Constructor and Destructor:
+
+# Mesh (const std::string & _fileName , const std::string & _shaderName ); # virtual ~Mesh (void );
+
+
Synopsis:
+
+# bool m_checkNormal ; # ewol::resource::Program * m_GLprogram ; # int32_t m_GLPosition ; # int32_t m_GLMatrix ; # int32_t m_GLMatrixPosition ; # int32_t m_GLNormal ; # int32_t m_GLtexture ; # int32_t m_bufferOfset ; # int32_t m_numberOfElments ; # MaterialGlId m_GLMaterial ; # ege::Light m_light ; # std::vector <vec3> m_listVertex ; # std::vector <vec2> m_listUV ; # std::vector <vec3> m_listFacesNormal ; # std::vector <vec3> m_listVertexNormal ; # etk::Hash <FaceIndexing> m_listFaces ; # etk::Hash <ege::Material*> m_materials ; # std::vector <ege::PhysicsShape*> m_physics ; # ewol::resource::VirtualBufferObject * m_verticesVBO ; + virtual void draw (mat4 & _positionMatrix , bool _enableDepthTest , bool _enableDepthUpdate ); + virtual void draw (mat4 & _positionMatrix , const etk::Color <float> & _mainColor , bool _enableDepthTest , bool _enableDepthUpdate ); + void generateVBO (void ); + void createViewBox (const std::string & _materialName , float _size ); + void addMaterial (const std::string & _name , ege::Material * _data ); + void setCheckNormal (bool _status ); + bool getCheckNormal (void ); + const std::vector <ege::PhysicsShape*> & getPhysicalProperties (void ) const ; + void setShape (void * _shape ); + void * getShape (void ); + void setFreeShapeFunction (void(*_functionFreeShape)(void*_pointer ) ); + ege::resource::Mesh * keep (const std::string & _meshname ); + void release (ege::resource::Mesh * & _object );
+
+
Object Hierarchy:
+
++ewol::Object +--> +ewol::Resource +--> ege::resource::Mesh +--> ege::resource::ParticuleMesh
+Detail:
+m_checkNormal
+# bool m_checkNormal ;
+
+when enable, this check the normal of the mesh before sending it at the 3d card
+
+
+m_GLprogram
+# ewol::resource::Program * m_GLprogram ;
+
+
+
+
+m_GLPosition
+# int32_t m_GLPosition ;
+
+
+
+
+m_GLMatrix
+# int32_t m_GLMatrix ;
+
+
+
+
+m_GLMatrixPosition
+# int32_t m_GLMatrixPosition ;
+
+
+
+
+m_GLNormal
+# int32_t m_GLNormal ;
+
+
+
+
+m_GLtexture
+# int32_t m_GLtexture ;
+
+
+
+
+m_bufferOfset
+# int32_t m_bufferOfset ;
+
+
+
+
+m_numberOfElments
+# int32_t m_numberOfElments ;
+
+
+
+
+m_GLMaterial
+# MaterialGlId m_GLMaterial ;
+
+
+
+
+m_light
+# ege::Light m_light ;
+
+
+
+
+m_listVertex
+# std::vector <vec3> m_listVertex ;
+
+List of all vertex in the element
+
+
+m_listUV
+# std::vector <vec2> m_listUV ;
+
+List of all UV point in the mesh (for the specify texture)
+
+
+m_listFacesNormal
+# std::vector <vec3> m_listFacesNormal ;
+
+List of all Face normal, when calculated
+
+
+m_listVertexNormal
+# std::vector <vec3> m_listVertexNormal ;
+
+List of all Face normal, when calculated
+
+
+m_listFaces
+# etk::Hash <FaceIndexing> m_listFaces ;
+
+List of all Face for the mesh
+
+
+m_materials
+# etk::Hash <ege::Material*> m_materials ;
+
+
+
+
+m_physics
+# std::vector <ege::PhysicsShape*> m_physics ;
+
+collision shape module ... (independent of bullet lib)
+
+
+m_verticesVBO
+# ewol::resource::VirtualBufferObject * m_verticesVBO ;
+
+
+
+
+Mesh
+# Mesh (const std::string & _fileName , const std::string & _shaderName );
+
+
+
+
+~Mesh
+# virtual ~Mesh (void );
+
+
+
+
+draw
++ virtual void draw (mat4 & _positionMatrix , bool _enableDepthTest , bool _enableDepthUpdate );
+
+
+
+
+draw
++ virtual void draw (mat4 & _positionMatrix , const etk::Color <float> & _mainColor , bool _enableDepthTest , bool _enableDepthUpdate );
+
+
+
+
+generateVBO
++ void generateVBO (void );
+
+
+
+
+createViewBox
++ void createViewBox (const std::string & _materialName , float _size );
+
+
+
+
+addMaterial
++ void addMaterial (const std::string & _name , ege::Material * _data );
+
+
+
+
+setCheckNormal
++ void setCheckNormal (bool _status );
+set the check of normal position befor sending it to the openGl card
+
+Parameter [input]: _status New state.
+
+
+
+
+
+getCheckNormal
++ bool getCheckNormal (void );
+get the check value of normal position befor sending it to the openGl card
+
+Return: get the chcking stus of normal or not
+
+
+
+
+getPhysicalProperties
++ const std::vector <ege::PhysicsShape*> & getPhysicalProperties (void ) const ;
+
+
+
+
+setShape
++ void setShape (void * _shape );
+set the shape pointer (no type == > user might know it ...)
+
+
+
+getShape
++ void * getShape (void );
+get the pointer on the shame (no type)
+
+Return: Pointer on shape.
+
+
+
+
+setFreeShapeFunction
++ void setFreeShapeFunction (void(*_functionFreeShape)(void*_pointer ) );
+
+
+
+
+keep
++ ege::resource::Mesh * keep (const std::string & _meshname );
+keep the resource pointer.Note: Never free this pointer by your own...
+
+
+
+release
++ void release (ege::resource::Mesh * & _object );
+release the keeped resources
+
+
+
+
+
+
+
diff --git a/class_ege__resource__ParticuleMesh.html b/class_ege__resource__ParticuleMesh.html
new file mode 100644
index 0000000..210bb3a
--- /dev/null
+++ b/class_ege__resource__ParticuleMesh.html
@@ -0,0 +1,114 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::resource::ParticuleMesh Description:
+
+
+
Constructor and Destructor:
+
+# ParticuleMesh (const std::string & _fileName , const std::string & _shaderName ); # virtual ~ParticuleMesh (void );
+
+
Synopsis:
+
+# int32_t m_GLMainColor ; + virtual void draw (mat4 & _positionMatrix , const etk::Color <float> & _mainColor , bool _enableDepthTest , bool _enableDepthUpdate ); + ege::resource::ParticuleMesh * keep (const std::string & _meshName , const std::string & _shaderName ); + void release (ege::resource::ParticuleMesh * & _object );
+
+
Object Hierarchy:
+
++ewol::Object +--> +ewol::Resource +--> +ege::resource::Mesh +--> ege::resource::ParticuleMesh
+Detail:
+m_GLMainColor
+# int32_t m_GLMainColor ;
+
+
+
+
+ParticuleMesh
+# ParticuleMesh (const std::string & _fileName , const std::string & _shaderName );
+
+
+
+
+~ParticuleMesh
+# virtual ~ParticuleMesh (void );
+
+
+
+
+draw
++ virtual void draw (mat4 & _positionMatrix , const etk::Color <float> & _mainColor , bool _enableDepthTest , bool _enableDepthUpdate );
+
+
+
+
+keep
++ ege::resource::ParticuleMesh * keep (const std::string & _meshName , const std::string & _shaderName );
+keep the resource pointer.Note: Never free this pointer by your own...
+
+
+
+release
++ void release (ege::resource::ParticuleMesh * & _object );
+release the keeped resources
+
+
+
+
+
+
+
diff --git a/class_ege__widget__Mesh.html b/class_ege__widget__Mesh.html
new file mode 100644
index 0000000..fb9e1e3
--- /dev/null
+++ b/class_ege__widget__Mesh.html
@@ -0,0 +1,170 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::widget::Mesh Constructor and Destructor:
+
++ Mesh (const std::string & _filename ); + virtual ~Mesh (void );
+
+
Synopsis:
+
++ virtual void onRegenerateDisplay (void ); + virtual void systemDraw (const ewol::DrawProperty & _displayProp ); + virtual void onDraw (void ); + virtual bool onEventInput (const ewol::event::Input & _event ); + virtual void periodicCall (const ewol::event::Time & _event ); + void setFile (const std::string & _filename ); + void setPosition (const vec3 & _pos ); + void setAngle (const vec3 & _angle ); + void setAngleSpeed (const vec3 & _speed ); + void setDistance (float _distance );
+
+
Object Hierarchy:
+
++ewol::Object +--> +ewol::Widget +--> ege::widget::Mesh
+Detail:
+Mesh
++ Mesh (const std::string & _filename );
+
+
+
+
+~Mesh
++ virtual ~Mesh (void );
+
+
+
+
+onRegenerateDisplay
++ virtual void onRegenerateDisplay (void );
+Event generated when a redraw is needed
+
+
+systemDraw
++ virtual void systemDraw (const ewol::DrawProperty & _displayProp );
+{SYSTEM} extern interface to request a draw ... (called by the drawing thread [Android, X11, ...])
+This function generate a clipping with the viewport openGL system. Like this a widget draw can not draw over an other widgetNote: This function is virtual for the scrolled widget, and the more complicated openGl widget Note: : INTERNAL EWOL SYSTEM
+
+
+
+onDraw
++ virtual void onDraw (void );
+Common widget drawing function (called by the drawing thread [Android, X11, ...])
+
+
+onEventInput
++ virtual bool onEventInput (const ewol::event::Input & _event );
+Event on an input of this Widget (finger, mouse, stilet)
+
+Parameter [input]: _event Event properties
+Return: true the event is used<br/>false the event is not used
+
+
+
+
+periodicCall
++ virtual void periodicCall (const ewol::event::Time & _event );
+periodic call of this widget
+
+Parameter: _event Current time property
+
+
+
+
+
+setFile
++ void setFile (const std::string & _filename );
+set a mesh name file
+
+Parameter [input]: _filename Name of the new mesh
+
+
+
+
+
+setPosition
++ void setPosition (const vec3 & _pos );
+set the mesh position
+
+
+
+setAngle
++ void setAngle (const vec3 & _angle );
+set the mesh angle of view
+
+Parameter [input]: _angle view angle of the mesh
+
+
+
+
+
+setAngleSpeed
++ void setAngleSpeed (const vec3 & _speed );
+set the mesh angle speed
+
+Parameter [input]: _speed Radian speed of the mesh
+
+
+
+
+
+setDistance
++ void setDistance (float _distance );
+set the camera distance of the mesh
+
+Parameter [input]: _distance Diatance of the mesh
+
+
+
+
+
+
+
+
+
diff --git a/class_ege__widget__Scene.html b/class_ege__widget__Scene.html
new file mode 100644
index 0000000..59c258f
--- /dev/null
+++ b/class_ege__widget__Scene.html
@@ -0,0 +1,289 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
class: ege::widget::Scene Description:
+
+
+
Constructor and Destructor:
+
++ Scene (bool _setAutoBullet , bool _setAutoCamera ); + virtual ~Scene (void );
+
+
Synopsis:
+
++ const char * const eventPlayTimeChange ; + const char * const eventKillEnemy ; # ege::Environement m_env ; + void setBulletConfig (btDefaultCollisionConfiguration* _collisionConfiguration , btCollisionDispatcher* _dispatcher , btBroadphaseInterface* _broadphase , btConstraintSolver* _solver , btDynamicsWorld* _dynamicsWorld ); + void setCamera (ege::Camera * _camera ); # float m_angleView ; # btDefaultCollisionConfiguration* m_collisionConfiguration ; # btCollisionDispatcher* m_dispatcher ; # btBroadphaseInterface* m_broadphase ; # btConstraintSolver* m_solver ; # btDynamicsWorld* m_dynamicsWorld ; # ege::Camera * m_camera ; # bool m_isRunning ; # float m_ratioTime ; # std::vector <ege::Environement::ResultNearestElement> m_displayElementOrdered ; + void pause (void ); + void resume (void ); + void pauseToggle (void ); # bool m_debugMode ; # ewol::resource::Colored3DObject * m_debugDrawing ; + void debugToggle (void ); # virtual void ScenePeriodicCall (int64_t _localTime , int32_t _deltaTime ); + vec2 calculateDeltaAngle (const vec2 & _posScreen ); + vec3 convertScreenPositionInMapPosition (const vec2 & _posScreen ); + ege::Camera & getCamera (void ); + void setRatioTime (float _newRatio ); + void renderscene (int pass ); + void drawOpenGL (btScalar* m , const btCollisionShape* _shape , const btVector3 & _color , int32_t _debugMode , const btVector3 & _worldBoundsMin , const btVector3 & _worldBoundsMax ); + void drawSphere (btScalar _radius , int _lats , int _longs , mat4 & _transformationMatrix , etk::Color <float> & _tmpColor ); + void getElementAroundNewElement (vec3 _sourcePosition , std::vector <ege::Environement::ResultNearestElement> & _resultList ); # virtual void onDraw (void ); + virtual void systemDraw (const ewol::DrawProperty & _displayProp ); + virtual void onRegenerateDisplay (void ); + virtual void periodicCall (const ewol::event::Time & _event );
+
+
Object Hierarchy:
+
++ewol::Object +--> +ewol::Widget +--> ege::widget::Scene
+Detail:
+eventPlayTimeChange
++ const char * const eventPlayTimeChange ;
+
+
+
+
+eventKillEnemy
++ const char * const eventKillEnemy ;
+
+
+
+
+m_env
+# ege::Environement m_env ;
+
+
+
+
+Scene
++ Scene (bool _setAutoBullet , bool _setAutoCamera );
+Constructor of the widget classes
+
+Return: (no execption generated (not managed in embended platform))
+
+
+
+
+~Scene
++ virtual ~Scene (void );
+Destructor of the widget classes
+
+
+setBulletConfig
++ void setBulletConfig (btDefaultCollisionConfiguration* _collisionConfiguration , btCollisionDispatcher* _dispatcher , btBroadphaseInterface* _broadphase , btConstraintSolver* _solver , btDynamicsWorld* _dynamicsWorld );
+
+
+
+
+setCamera
++ void setCamera (ege::Camera * _camera );
+
+
+
+
+m_angleView
+# float m_angleView ;
+
+
+
+
+m_collisionConfiguration
+# btDefaultCollisionConfiguration* m_collisionConfiguration ;
+
+this is the most important class
+
+
+m_dispatcher
+# btCollisionDispatcher* m_dispatcher ;
+
+
+
+
+m_broadphase
+# btBroadphaseInterface* m_broadphase ;
+
+
+
+
+m_solver
+# btConstraintSolver* m_solver ;
+
+
+
+
+m_dynamicsWorld
+# btDynamicsWorld* m_dynamicsWorld ;
+
+
+
+
+m_camera
+# ege::Camera * m_camera ;
+
+display point of view.
+
+
+m_isRunning
+# bool m_isRunning ;
+
+the display is running (not in pause)
+
+
+m_ratioTime
+# float m_ratioTime ;
+
+Ratio time for the speed of the game ...
+
+
+m_displayElementOrdered
+# std::vector <ege::Environement::ResultNearestElement> m_displayElementOrdered ;
+
+
+
+
+pause
++ void pause (void );
+set the scene in pause for a while
+
+
+resume
++ void resume (void );
+resume the scene activity
+
+
+pauseToggle
++ void pauseToggle (void );
+Toggle between pause and running
+
+
+m_debugMode
+# bool m_debugMode ;
+
+
+
+
+m_debugDrawing
+# ewol::resource::Colored3DObject * m_debugDrawing ;
+
+for the debug draw elements
+
+
+debugToggle
++ void debugToggle (void );
+Toggle the debug mode == > usefull for DEBUG only ...
+
+
+ScenePeriodicCall
+# virtual void ScenePeriodicCall (int64_t _localTime , int32_t _deltaTime );
+
+
+
+
+calculateDeltaAngle
++ vec2 calculateDeltaAngle (const vec2 & _posScreen );
+
+
+
+
+convertScreenPositionInMapPosition
++ vec3 convertScreenPositionInMapPosition (const vec2 & _posScreen );
+
+
+
+
+getCamera
++ ege::Camera & getCamera (void );
+get the current camera reference for the scene rendering
+
+
+setRatioTime
++ void setRatioTime (float _newRatio );
+set the curent Time Ratio (default 1)
+
+
+renderscene
++ void renderscene (int pass );
+
+
+
+
+drawOpenGL
++ void drawOpenGL (btScalar* m , const btCollisionShape* _shape , const btVector3 & _color , int32_t _debugMode , const btVector3 & _worldBoundsMin , const btVector3 & _worldBoundsMax );
+
+
+
+
+drawSphere
++ void drawSphere (btScalar _radius , int _lats , int _longs , mat4 & _transformationMatrix , etk::Color <float> & _tmpColor );
+
+
+
+
+getElementAroundNewElement
++ void getElementAroundNewElement (vec3 _sourcePosition , std::vector <ege::Environement::ResultNearestElement> & _resultList );
+
+
+
+
+onDraw
+# virtual void onDraw (void );
+Common widget drawing function (called by the drawing thread [Android, X11, ...])
+
+
+systemDraw
++ virtual void systemDraw (const ewol::DrawProperty & _displayProp );
+{SYSTEM} extern interface to request a draw ... (called by the drawing thread [Android, X11, ...])
+This function generate a clipping with the viewport openGL system. Like this a widget draw can not draw over an other widgetNote: This function is virtual for the scrolled widget, and the more complicated openGl widget Note: : INTERNAL EWOL SYSTEM
+
+
+
+onRegenerateDisplay
++ virtual void onRegenerateDisplay (void );
+Event generated when a redraw is needed
+
+
+periodicCall
++ virtual void periodicCall (const ewol::event::Time & _event );
+periodic call of this widget
+
+Parameter: _event Current time property
+
+
+
+
+
+
+
+
+
diff --git a/ege__Camera.html b/ege__Camera.html
deleted file mode 100644
index 9c9abe1..0000000
--- a/ege__Camera.html
+++ /dev/null
@@ -1,232 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::Camera
-
-
Synopsis:
-
-+ Camera (const vec3 & _eye , float _angleZ , float _angleTeta , float _distance ); + void setEye (const vec3 & _eye ); + const vec3 & getEye (void ); + const vec3 & getOrigin (void ); + const vec3 & getViewVector (void ); + void setAngleZ (float _angleZ ); + float getAngleZ (void ); + void setAngleTeta (float _angleTeta ); + float getAngleTeta (void ); + void setDistance (float _distance ); + float getDistance (void ); + const mat4 & getMatrix (void ); + void setForcingViewTop (bool _newState ); + void periodicCall (float _step ); + vec3 projectOnZGround (const vec2 & _cameraDeltaAngle , float _zValue ); # void update (void );
-
-
-
Detail:
-
-
-
-Camera (const vec3 & _eye ,
- float _angleZ ,
- float _angleTeta ,
- float _distance );
-
-Constructor.
-
-Parameter [input]: _eye Position of the camera destination view.
-Parameter [input]: _angleZ Z rotation angle.
-Parameter [input]: _angleTeta Angle of the camera inclinason.
-Parameter [input]: _distance distance to the eye point
-
-
-
-
-
-
-
-void setEye (const vec3 & _eye );
-
-set the position of the camera.
-
-Parameter [input]: pos Position of the camera.
-
-
-
-
-
-
-
-const vec3 & getEye (void );
-
-get the curent Camera Eye position.
-
-Return: the current position.
-
-
-
-
-
-
-
-const vec3 & getOrigin (void );
-
-get the curent Camera origin position.
-
-Return: the current position.
-
-
-
-
-
-
-
-const vec3 & getViewVector (void );
-
-Get the camera viewing vector.
-
-Return: the current position.
-
-
-
-
-
-
-
-void setAngleZ (float _angleZ );
-
-set the angle on the camera
-
-Parameter [input]: _angleZ Rotation angle in Z
-
-
-
-
-
-
-
-float getAngleZ (void );
-
-get the curent Camera angles.
-
-Return: the current angles Z.
-
-
-
-
-
-
-
-void setAngleTeta (float _angleTeta );
-
-set the angle on the camera
-
-Parameter [input]: _angleTeta Rotation angle in Teta
-
-
-
-
-
-
-
-float getAngleTeta (void );
-
-get the curent Camera angles.
-
-Return: the current angles Teta.
-
-
-
-
-
-
-
-void setDistance (float _distance );
-
-set the angle on the camera
-
-Parameter [input]: _distance Distance to the eye
-
-
-
-
-
-
-
-float getDistance (void );
-
-get the curent Camera angles.
-
-Return: the current distance to the eye.
-
-
-
-
-
-
-
-const mat4 & getMatrix (void );
-
-get the transformation matix for the camera.
-
-Return: the current transformation matrix
-
-
-
-
-
-
-
-void setForcingViewTop (bool _newState );
-
-change camera mode of view == > force to the top view
-
-Parameter [input]: _newState The new state of this mode...
-
-
-
-
-
-
-
-void periodicCall (float _step );
-
-It is really needed to call the camera periodicly for performing automatic movement
-
-Parameter [input]: _step step time of moving
-
-
-
-
-
-
-
-vec3 projectOnZGround (const vec2 & _cameraDeltaAngle ,
- float _zValue );
-
-
-
-
-
-
-
-void update (void );
-
-update the matrix property
-
-
-
-
-
-
diff --git a/ege__ElementGame.html b/ege__ElementGame.html
deleted file mode 100644
index c1194ac..0000000
--- a/ege__ElementGame.html
+++ /dev/null
@@ -1,488 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::ElementGame
-
-
Synopsis:
-
-+ ElementGame (ege::Environement & _env ); + ~ElementGame (void ); + const std::string & getType (void ); + bool init (property_te _property , void * _value ); + bool unInit (void ); + uint32_t getUID (void ); + bool loadMesh (const std::string & _meshFileName ); + bool setMesh (ewol::Mesh * _mesh ); + bool setShape (btCollisionShape * _shape ); + ewol::Mesh * getMesh (void ); + btCollisionShape * getShape (void ); + float getLifeRatio (void ); + bool isDead (void ); + bool needToRemove (void ); + void setFireOn (int32_t _groupIdSource , int32_t _type , float _power , const vec3 & _center ); + void onLifeChange (void ); + int32_t getGroup (void ); + void setGroup (int32_t _newGroup ); + void preCalculationDraw (const ege::Camera & _camera ); + void draw (int32_t _pass ); + void drawLife (ewol::Colored3DObject * _draw , const ege::Camera & _camera ); + void drawDebug (ewol::Colored3DObject * _draw , const ege::Camera & _camera ); + vec3 getPositionTheoric (void ); + void setPositionTheoric (const vec3 & _pos ); + const vec3 & getPosition (void ); + void setPosition (const vec3 & _pos ); + const vec3 & getSpeed (void ); + const float getInvMass (void ); + void elementIsRemoved (ege::ElementGame * _removedElement ); + bool isFixed (void ); + float getRadius (void ); + void dynamicEnable (void ); + void dynamicDisable (void ); + void iaEnable (void ); + void iaDisable (void ); + void iaAction (float _step ); + void onDestroy (void ); - static void FunctionFreeShape (void * _pointer ); - void removeShape (void );
-
-
-
Detail:
-
-
-
-ElementGame (ege::Environement & _env );
-
-Constructor (when constructer is called just add element that did not change.
-The objest will be stored in a pool of element and keep a second time if needed == > redure memory allocation,
-when needed, the system will call the init and un-init function...
-
-
-
-
-
-
-~ElementGame (void );
-
-Destructor
-
-
-
-
-
-
-const std::string & getType (void );
-
-get the element Type description string.
-
-Return: A reference on the descriptive string.
-
-
-
-
-
-
-
-bool init (property_te _property ,
- void * _value );
-
-init the element with the defined properties
-
-Parameter [input]: _property Type of the next element
-Parameter [input]: _value pointer on the value type
-Return: true, the element is corectly initialized.
-
-
-
-
-
-
-
-bool unInit (void );
-
-
-
-
-
-
-
-uint32_t getUID (void );
-
-get the curent Element Unique ID in the all Game.
-
-Return: The requested Unique ID.
-
-
-
-
-
-
-
-bool loadMesh (const std::string & _meshFileName );
-
-Select a mesh with a specific name.
-Notes: Automaticly load the shape if it is specify in the mesh file
-
-Parameter [input]: _meshFileName filename of the Mesh.
-Return: true if no error occured
-
-
-
-
-
-
-
-bool setMesh (ewol::Mesh * _mesh );
-
-set the the Mesh properties.
-Notes: : this remove the shape and the mesh properties.
-
-Parameter [input]: _mesh The mesh pointer. (NULL to force the mesh remove ...)
-Return: true if no error occured
-
-
-
-
-
-
-
-bool setShape (btCollisionShape * _shape );
-
-set the shape properties.
-Notes: : this remove the shape properties.
-
-Parameter [input]: _shape The shape pointer.
-Return: true if no error occured
-
-
-
-
-
-
-
-ewol::Mesh * getMesh (void );
-
-get a pointer on the Mesh file.
-
-Return: the mesh pointer.
-
-
-
-
-
-
-
-btCollisionShape * getShape (void );
-
-get a pointer on the bullet collision shape.
-
-Return: the collision pointer.
-
-
-
-
-
-
-
-float getLifeRatio (void );
-
-get the curent life ratio [0..1]
-
-Return: The proportionnal life
-
-
-
-
-
-
-
-bool isDead (void );
-
-Check if the element is dead.
-
-Return: true if the element does not exist anymore, false otherwise.
-
-
-
-
-
-
-
-bool needToRemove (void );
-
-Request if the element might be removed from the system
-
-Return: true == > the object is removed
-
-
-
-
-
-
-
-void setFireOn (int32_t _groupIdSource ,
- int32_t _type ,
- float _power ,
- const vec3 & _center );
-
-apply a fire on the element at a current power and a specific power.
-
-Parameter [input]: _groupIdSource Source Id of the group, by default all event arrive at all group, buf some event can not be obviously apply at the ennemy like reparing ....
-Parameter [input]: _type Type of event on the life propertied
-Parameter [input]: _power Power of the event (can be >0 for adding life).
-Parameter [input]: _center Some fire decrease in function of space distance...
-
-
-
-
-
-
-
-void onLifeChange (void );
-
-Call chan the element life change
-
-
-
-
-
-
-int32_t getGroup (void );
-
-get the Group of the element.
-
-
-
-
-
-
-
-void setGroup (int32_t _newGroup );
-
-set the group of the curent element
-
-Parameter [input]: newGroup The new Group ID of the element.
-
-
-
-
-
-
-
-void preCalculationDraw (const ege::Camera & _camera );
-
-Can be call tu opdate the list of the element displayed on the scren (example : no display of the hiden triangle)
-
-Parameter [input]: the camera properties
-
-
-
-
-
-
-
-void draw (int32_t _pass );
-
-draw the curent element (can have multiple display)
-
-Parameter [input]: pass Id of the current pass : [0..?]
-
-
-
-
-
-
-
-void drawLife (ewol::Colored3DObject * _draw ,
- const ege::Camera & _camera );
-
-draw the current life of the element
-
-
-
-
-
-
-void drawDebug (ewol::Colored3DObject * _draw ,
- const ege::Camera & _camera );
-
-Debug display of the current element
-
-Parameter [input] [output]: draw Basic system to draw the debug shape and informations
-
-
-
-
-
-
-
-vec3 getPositionTheoric (void );
-
-get the theoric position. Sometimes, the element has move due to an explosion or something else, then its real position in not the one that woult it be at the end ...
-
-Return: the theoric position
-
-
-
-
-
-
-
-void setPositionTheoric (const vec3 & _pos );
-
-set the current Theoric position of the element
-
-Parameter [input]: set the 3D position.
-
-
-
-
-
-
-
-const vec3 & getPosition (void );
-
-get the current position of the element
-
-Return: the 3D position.
-
-
-
-
-
-
-
-void setPosition (const vec3 & _pos );
-
-set the current position of the element
-
-Parameter [input]: _pos set the 3D position.
-
-
-
-
-
-
-
-const vec3 & getSpeed (void );
-
-get the current speed of the element
-
-
-
-
-
-
-
-const float getInvMass (void );
-
-get the current mass of the element
-
-Return: the mass in kG.
-
-
-
-
-
-
-
-void elementIsRemoved (ege::ElementGame * _removedElement );
-
-Event arrive when an element has been remove from the system == > this permit to keep pointer of ennemy, and not search them every cycle ...
-
-Parameter [input]: _removedElement Pointer on the element removed.
-
-
-
-
-
-
-
-bool isFixed (void );
-
-get the element if it is fixed or not. if the element is fixed this is for tower, and all thing does not really move
-
-Return: true : The element is fixed.
-
-
-
-
-
-
-
-float getRadius (void );
-
-get the current space needed by the element in the workspace
-
-Return: The dimention needed.
-
-
-
-
-
-
-
-void dynamicEnable (void );
-
-set the elment in the physique engine
-
-
-
-
-
-
-void dynamicDisable (void );
-
-remove this element from the physique engine
-
-
-
-
-
-
-void iaEnable (void );
-
-enable periodic call Of this object for processing Artificial Intelligence
-
-
-
-
-
-
-void iaDisable (void );
-
-disable periodic call Of this object for processing Artificial Intelligence
-
-
-
-
-
-
-void iaAction (float _step );
-
-periodic call for intelligence artificial.
-
-Parameter [input]: step : step of time in s
-
-
-
-
-
-
-
-void onDestroy (void );
-
-
-
-
-
-
-
-static void FunctionFreeShape (void * _pointer );
-
-
-
-
-
-
-
-void removeShape (void );
-
-remove the curent selected shape.
-
-
-
-
-
-
diff --git a/ege__ElementGame__localIA.html b/ege__ElementGame__localIA.html
deleted file mode 100644
index 51cdc61..0000000
--- a/ege__ElementGame__localIA.html
+++ /dev/null
@@ -1,81 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::ElementGame::localIA
-
-
Synopsis:
-
-+ localIA (ElementGame & element ); + ~localIA (void ); + void debugDraw (btIDebugDraw * _debugDrawer ); + void updateAction (btCollisionWorld * _collisionWorld , btScalar _step );
-
-
-
Object Hierarchy:
-
-btActionInterface
- +--> ege::ElementGame::localIA
-
-
-
Detail:
-ege::ElementGame::localIA ()
-
-
-localIA (ElementGame & element );
-
-Constructor
-
-
-
-ege::ElementGame::~localIA ()
-
-
-~localIA (void );
-
-Destructor
-
-
-
-
-
-
-void debugDraw (btIDebugDraw * _debugDrawer );
-
-
-
-
-
-
-
-void updateAction (btCollisionWorld * _collisionWorld ,
- btScalar _step );
-
-
-
-
-
-
-
diff --git a/ege__ElementInteraction.html b/ege__ElementInteraction.html
deleted file mode 100644
index adccfa5..0000000
--- a/ege__ElementInteraction.html
+++ /dev/null
@@ -1,98 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::ElementInteraction
-
-
Synopsis:
-
-+ int32_t getType (void ); + int32_t getSourceGroup (void ); + const std::vector<int32_t > & getDestinationGroup (void ); + void addGroupDestination (int32_t _id ); + const vec3 & getSourcePosition (void ); + ElementInteraction (int32_t _type , int32_t _groupSource , const vec3 & _pos ); + void applyEvent (ege::ElementGame & _element );
-
-
-
Detail:
-
-
-
-int32_t getType (void );
-
-
-
-
-
-
-
-int32_t getSourceGroup (void );
-
-
-
-
-
-
-
-const std::vector<int32_t > & getDestinationGroup (void );
-
-
-
-
-
-
-
-void addGroupDestination (int32_t _id );
-
-
-
-
-
-
-
-const vec3 & getSourcePosition (void );
-
-
-
-
-
-
-
-ElementInteraction (int32_t _type ,
- int32_t _groupSource ,
- const vec3 & _pos );
-
-
-
-
-
-
-
-void applyEvent (ege::ElementGame & _element );
-
-
-
-
-
-
-
diff --git a/ege__Environement.html b/ege__Environement.html
deleted file mode 100644
index 863d9d5..0000000
--- a/ege__Environement.html
+++ /dev/null
@@ -1,253 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::Environement
-
-
Synopsis:
-
-+ Environement (void ); + ~Environement (void ); + static void addCreator (const std::string & _type , ege::createElement_tf _creator ); + ege::ElementGame * createElement (const std::string & _type , bool _autoAddElement , ege::property_te _property , void * _value ); + ege::ElementGame * createElement (const std::string & _type , std::string & _description , bool _autoAddElement ); + ege::ElementGame * createElement (const std::string & _type , ejson::Value * _value , bool _autoAddElement ); + ege::ElementGame * createElement (const std::string & _type , exml::Node * _node , bool _autoAddElement ); + void setDynamicWorld (btDynamicsWorld * _newWorld ); + btDynamicsWorld * getDynamicWorld (void ); + std::vector & getElementGame (void ); + ege::ElementGame * getElementNearest (ege::ElementGame * _sourceRequest , float & _distance ); + void getElementNearest (const vec3 & _sourcePosition , float _distanceMax , std::vector & _resultList ); + void getElementNearestFixed (const vec3 & _sourcePosition , float _distanceMax , std::vector & _resultList ); + void addElementGame (ege::ElementGame * _newElement ); + void rmElementGame (ege::ElementGame * _removeElement ); + void getOrderedElementForDisplay (std::vector & _resultList , const vec3 & _position , const vec3 & _direction ); + void generateInteraction (ege::ElementInteraction & _event ); + ege::ParticuleEngine & getParticuleEngine (void );
-
-
-
Detail:
-
-
-
-Environement (void );
-
-
-
-
-
-
-
-~Environement (void );
-
-
-
-
-
-
-
-static void addCreator (const std::string & _type ,
- ege::createElement_tf _creator );
-
-add a creator element system
-
-Parameter [input]: _type Type of the element.
-Parameter [input]: _creator Function pointer that reference the element creating.
-
-
-
-
-
-
-
-ege::ElementGame * createElement (const std::string & _type ,
- bool _autoAddElement ,
- ege::property_te _property ,
- void * _value );
-
-Create an element on the curent scene.
-Notes: Pointer is return in case of setting properties on it...
-
-Parameter [input]: _type Type of the element that might be created.
-Parameter [input]: _description String that describe the content of the element properties.
-Parameter [input]: _autoAddElement this permit to add the element if it is created == > no more action ...
-Return: NULL if an error occured OR the pointer on the element and it is already added on the system.
-
-
-
-
-
-
-
-ege::ElementGame * createElement (const std::string & _type ,
- std::string & _description ,
- bool _autoAddElement );
-
-
-
-
-
-
-
-ege::ElementGame * createElement (const std::string & _type ,
- ejson::Value * _value ,
- bool _autoAddElement );
-
-
-
-
-
-
-
-ege::ElementGame * createElement (const std::string & _type ,
- exml::Node * _node ,
- bool _autoAddElement );
-
-
-
-
-
-
-
-void setDynamicWorld (btDynamicsWorld * _newWorld );
-
-set the curent world
-
-Parameter [input]: _newWorld Pointer on the current world
-
-
-
-
-
-
-
-btDynamicsWorld * getDynamicWorld (void );
-
-get the curent world
-
-Return: pointer on the current world
-
-
-
-
-
-
-
-std::vector & getElementGame (void );
-
-
-Return: all element list
-
-
-
-
-
-
-
-ege::ElementGame * getElementNearest (ege::ElementGame * _sourceRequest ,
- float & _distance );
-
-get the nearest Element
-
-Parameter [input]: _sourceRequest Pointer on the element that request this.
-Parameter [input]: _distance Maximum distance search == > return the element distance
-Return: Pointer on the neares element OR NULL
-
-
-
-
-
-
-
-void getElementNearest (const vec3 & _sourcePosition ,
- float _distanceMax ,
- std::vector & _resultList );
-
-
-
-
-
-
-
-void getElementNearestFixed (const vec3 & _sourcePosition ,
- float _distanceMax ,
- std::vector & _resultList );
-
-
-
-
-
-
-
-void addElementGame (ege::ElementGame * _newElement );
-
-add an element on the list availlable.
-
-Parameter [input]: _newElement Element to add.
-
-
-
-
-
-
-
-void rmElementGame (ege::ElementGame * _removeElement );
-
-remove an element on the list availlable.
-
-Parameter [input]: _removeElement Element to remove.
-
-
-
-
-
-
-
-void getOrderedElementForDisplay (std::vector & _resultList ,
- const vec3 & _position ,
- const vec3 & _direction );
-
-get the element order from the nearest to the farest, and remove all element that are not in the camera angle and axes.
-
-Parameter [input] [output]: _resultList List of the element ordered.
-Parameter [input]: _position Camera position in the space.
-Parameter [input]: _direction Camera direction of the view.
-
-
-
-
-
-
-
-void generateInteraction (ege::ElementInteraction & _event );
-
-generate an event on all the sub element of the game == > usefull for explosion, or lazer fire ...
-
-Parameter [input]: _event event that might be apply ...
-
-
-
-
-
-
-
-ege::ParticuleEngine & getParticuleEngine (void );
-
-get the particule engine reference.
-
-Return: The requested reference on the engine
-
-
-
-
-
-
-
diff --git a/ege__Environement__ResultNearestElement.html b/ege__Environement__ResultNearestElement.html
deleted file mode 100644
index d1b8a5a..0000000
--- a/ege__Environement__ResultNearestElement.html
+++ /dev/null
@@ -1,40 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::Environement::ResultNearestElement
-
-
Synopsis:
-
-
-
-
-
Detail:
-
-
-
diff --git a/ege__Particule.html b/ege__Particule.html
deleted file mode 100644
index f8a122c..0000000
--- a/ege__Particule.html
+++ /dev/null
@@ -1,141 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::Particule
-
-
Synopsis:
-
-+ Particule (ege::ParticuleEngine & _particuleEngine , const char * _particuleType ); + ~Particule (void ); + void init (void ); + void UnInit (void ); + void update (float _delta ); + void draw (const ege::Camera & _camera ); + bool needRemove (void ); + const char * getParticuleType (void ); + void onEnd (void );
-
-
-
Description:
-/**
-* @brief The particule class is an element with no control, when it will be created,
-* it does not have any control, for example smoke or reactor generation ...
-* or explosion particule ...
-*/
Detail:
-
-
-
-Particule (ege::ParticuleEngine & _particuleEngine ,
- const char * _particuleType );
-
-Constructor.
-
-Parameter [input]: _particuleEngine reference on the particule engine ...
-Parameter [input]: _particuleType Type of the particule (set NULL if you did not want to use the respowner ...)
-
-
-
-
-
-
-
-~Particule (void );
-
-Destructor.
-
-
-
-
-
-
-void init (void );
-
-init the particule
-
-
-
-
-
-
-void UnInit (void );
-
-Un-init the particule
-
-
-
-
-
-
-void update (float _delta );
-
-update the paticule properties
-
-Parameter [input]: _delta Delta time from the previous call
-
-
-
-
-
-
-
-void draw (const ege::Camera & _camera );
-
-draw the current particule
-
-
-
-
-
-
-bool needRemove (void );
-
-Check if the element might be removed
-
-Return: true : The element might be removed
-Return: false : The element might be keeped
-
-
-
-
-
-
-
-const char * getParticuleType (void );
-
-get the type of the particule
-
-Return: Type of the current particule
-
-
-
-
-
-
-
-void onEnd (void );
-
-When the particule arrive to his end of life, this function is called.
-
-
-
-
-
-
diff --git a/ege__ParticuleEngine.html b/ege__ParticuleEngine.html
deleted file mode 100644
index 6b0fa3d..0000000
--- a/ege__ParticuleEngine.html
+++ /dev/null
@@ -1,128 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::ParticuleEngine
-
-
Synopsis:
-
-+ ParticuleEngine (ege::Environement & _env ); + ~ParticuleEngine (void ); + void clear (void ); + void add (Particule * _particule ); + void update (float _deltaTime ); + void draw (const ege::Camera & _camera ); + Particule * respown (const char * _particuleType ); - void addRemoved (Particule * _particule );
-
-
-
Detail:
-
-
-
-ParticuleEngine (ege::Environement & _env );
-
-
-
-
-
-
-
-~ParticuleEngine (void );
-
-
-
-
-
-
-
-void clear (void );
-
-clear the particule engine
-
-
-
-
-
-
-void add (Particule * _particule );
-
-add a particule in the engine (internal acces only)
-
-Parameter [input]: _particule Pointer on the particule to add
-
-
-
-
-
-
-
-void update (float _deltaTime );
-
-update particule properties
-
-Parameter [input]: _deltaTime delta time to process
-
-
-
-
-
-
-
-void draw (const ege::Camera & _camera );
-
-draw all the active Particule
-
-Parameter [input]: _camera Reference on the current camera
-
-
-
-
-
-
-
-Particule * respown (const char * _particuleType );
-
-get a particue with his type, we get particule that has been already removed, otherwise, you will create new
-Notes: If you did not want to use respawn set type at NULL.
-
-Parameter [input]: _particuleType Particule type, this chek only the pointer not the data.
-Return: NULL, the particule has not been removed from the created pool
-Return: The pointer on the requested element (an init has been done).
-
-
-
-
-
-
-
-void addRemoved (Particule * _particule );
-
-add a particule in the removed section == > this not delete the particule, but just set it in an other list
-
-Parameter [input]: _particule Pointer on the particule to add
-
-
-
-
-
-
-
diff --git a/ege__ParticuleSimple.html b/ege__ParticuleSimple.html
deleted file mode 100644
index b9e4d96..0000000
--- a/ege__ParticuleSimple.html
+++ /dev/null
@@ -1,154 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::ParticuleSimple
-
-
Synopsis:
-
-+ ParticuleSimple (ege::ParticuleEngine & _particuleEngine , const char * _particuleType ); + ~ParticuleSimple (void ); + void update (float _delta ); + bool needRemove (void ); + void init (void ); + void setLife (float _life ); + void setLevel (float _level ); + void setPosition (const vec3 & _pos ); + void setAngle (float _angle ); + void setMoveSpeed (const vec3 & _speed ); + void setScale (const vec3 & _scale ); + void setScaleExpend (const vec3 & _scaleExpand );
-
-
-
Object Hierarchy:
-
-Particule
- +--> ege::ParticuleSimple
-
-
-
Description:
-/**
-* @brief The particule class is an element with no control, when it will be created,
-* it does not have any control, for example smoke or reactor generation ...
-* or explosion particule ...
-*/
Detail:
-
-
-
-ParticuleSimple (ege::ParticuleEngine & _particuleEngine ,
- const char * _particuleType );
-
-Constructor.
-
-Parameter [input]: _name Name of the particule.
-Parameter [input]: _standalone The particule are created and have there own life (no dynamic control)
-
-
-
-
-
-
-
-~ParticuleSimple (void );
-
-Destructor.
-
-
-
-
-
-
-void update (float _delta );
-
-
-
-
-
-
-
-bool needRemove (void );
-
-
-
-
-
-
-
-void init (void );
-
-
-
-
-
-
-
-void setLife (float _life );
-
-
-
-
-
-
-
-void setLevel (float _level );
-
-
-
-
-
-
-
-void setPosition (const vec3 & _pos );
-
-
-
-
-
-
-
-void setAngle (float _angle );
-
-
-
-
-
-
-
-void setMoveSpeed (const vec3 & _speed );
-
-
-
-
-
-
-
-void setScale (const vec3 & _scale );
-
-
-
-
-
-
-
-void setScaleExpend (const vec3 & _scaleExpand );
-
-
-
-
-
-
-
diff --git a/ege__Scene.html b/ege__Scene.html
deleted file mode 100644
index 65dd3af..0000000
--- a/ege__Scene.html
+++ /dev/null
@@ -1,249 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::Scene
-
-
Synopsis:
-
-+ Scene (bool _setAutoBullet , bool _setAutoCamera ); + ~Scene (void ); + void setBulletConfig (btDefaultCollisionConfiguration * _collisionConfiguration , btCollisionDispatcher * _dispatcher , btBroadphaseInterface * _broadphase , btConstraint Solver * _solver , btDynamicsWorld * _dynamicsWorld ); + void setCamera (ege::Camera * _camera ); + void pause (void ); + void resume (void ); + void pauseToggle (void ); + void debugToggle (void ); + vec2 calculateDeltaAngle (const vec2 & _posScreen ); + vec3 convertScreenPositionInMapPosition (const vec2 & _posScreen ); + ege::Camera & getCamera (void ); + void setRatioTime (float _newRatio ); + void renderscene (int pass ); + void drawOpenGL (btScalar * m , const btCollisionShape * _shape , const btVector3 & _color , int32_t _debugMode , const btVector3 & _worldBoundsMin , const btVector3 & _worldBoundsMax ); + void drawSphere (btScalar _radius , int _lats , int _longs , mat4 & _transformationMatrix , etk::Color<float > & _tmpColor ); + void getElementAroundNewElement (vec3 _sourcePosition , std::vector & _resultList ); + const char * const getObjectType (void ); + void systemDraw (const ewol::DrawProperty & _displayProp ); + void onRegenerateDisplay (void ); + void periodicCall (const ewol::EventTime & _event ); # void ScenePeriodicCall (int64_t _localTime , int32_t _deltaTime ); # void onDraw (void );
-
-
-
Object Hierarchy:
-
-ewol::Widget
- +--> ege::Scene
-
-
-
Detail:
-
-
-
-Scene (bool _setAutoBullet ,
- bool _setAutoCamera );
-
-Constructor of the widget classes
-
-Return: (no execption generated (not managed in embended platform))
-
-
-
-
-
-
-
-~Scene (void );
-
-Destructor of the widget classes
-
-
-
-
-
-
-void setBulletConfig (btDefaultCollisionConfiguration * _collisionConfiguration ,
- btCollisionDispatcher * _dispatcher ,
- btBroadphaseInterface * _broadphase ,
- btConstraint Solver * _solver ,
- btDynamicsWorld * _dynamicsWorld );
-
-
-
-
-
-
-
-void setCamera (ege::Camera * _camera );
-
-
-
-
-
-
-
-void pause (void );
-
-set the scene in pause for a while
-
-
-
-
-
-
-void resume (void );
-
-resume the scene activity
-
-
-
-
-
-
-void pauseToggle (void );
-
-Toggle between pause and running
-
-
-
-
-
-
-void debugToggle (void );
-
-Toggle the debug mode == > usefull for DEBUG only ...
-
-
-
-
-
-
-vec2 calculateDeltaAngle (const vec2 & _posScreen );
-
-
-
-
-
-
-
-vec3 convertScreenPositionInMapPosition (const vec2 & _posScreen );
-
-
-
-
-
-
-
-ege::Camera & getCamera (void );
-
-get the current camera reference for the scene rendering
-
-
-
-
-
-
-void setRatioTime (float _newRatio );
-
-set the curent Time Ratio (default 1)
-
-
-
-
-
-
-void renderscene (int pass );
-
-
-
-
-
-
-
-void drawOpenGL (btScalar * m ,
- const btCollisionShape * _shape ,
- const btVector3 & _color ,
- int32_t _debugMode ,
- const btVector3 & _worldBoundsMin ,
- const btVector3 & _worldBoundsMax );
-
-
-
-
-
-
-
-void drawSphere (btScalar _radius ,
- int _lats ,
- int _longs ,
- mat4 & _transformationMatrix ,
- etk::Color<float > & _tmpColor );
-
-
-
-
-
-
-
-void getElementAroundNewElement (vec3 _sourcePosition ,
- std::vector & _resultList );
-
-
-
-
-
-
-
-const char * const getObjectType (void );
-
-
-
-
-
-
-
-void systemDraw (const ewol::DrawProperty & _displayProp );
-
-
-
-
-
-
-
-void onRegenerateDisplay (void );
-
-
-
-
-
-
-
-void periodicCall (const ewol::EventTime & _event );
-
-
-
-
-
-
-
-void ScenePeriodicCall (int64_t _localTime ,
- int32_t _deltaTime );
-
-
-
-
-
-
-
-void onDraw (void );
-
-
-
-
-
-
-
diff --git a/ege__resource__ParticuleMesh.html b/ege__resource__ParticuleMesh.html
deleted file mode 100644
index 07533be..0000000
--- a/ege__resource__ParticuleMesh.html
+++ /dev/null
@@ -1,109 +0,0 @@
-
-
-
-
- ege Library
-
-
-
-
-
-
ege Library
-
ege
-
-
-
-
-
-
Class: ege::resource::ParticuleMesh
-
-
Synopsis:
-
-+ const char * getType (void ); + void draw (mat4 & _positionMatrix , const etk::Color<float > & _mainColor , bool _enableDepthTest , bool _enableDepthUpdate ); + static ege::resource::ParticuleMesh * keep (const std::string & _meshName , const std::string & _shaderName ); + static void release (ege::resource::ParticuleMesh * & _object ); # ParticuleMesh (const std::string & _fileName , const std::string & _shaderName ); # ~ParticuleMesh (void );
-
-
-
Object Hierarchy:
-
-ewol::Mesh
- +--> ege::resource::ParticuleMesh
-
-
-
Detail:
-
-
-
-const char * getType (void );
-
-
-
-
-
-
-
-void draw (mat4 & _positionMatrix ,
- const etk::Color<float > & _mainColor ,
- bool _enableDepthTest ,
- bool _enableDepthUpdate );
-
-
-
-
-ege::resource::keep ()
-
-
-static ege::resource::ParticuleMesh * keep (const std::string & _meshName ,
- const std::string & _shaderName );
-
-keep the resource pointer.
-Notes: Never free this pointer by your own...
-
-Parameter [input]: _filename Name of the ewol mesh file.
-Return: pointer on the resource or NULL if an error occured.
-
-
-
-
-ege::resource::release ()
-
-
-static void release (ege::resource::ParticuleMesh * & _object );
-
-release the keeped resources
-
-Parameter [input] [output]: reference on the object pointer
-
-
-
-
-
-
-
-ParticuleMesh (const std::string & _fileName ,
- const std::string & _shaderName );
-
-
-
-
-
-
-
-~ParticuleMesh (void );
-
-
-
-
-
-
-
diff --git a/enum_ege__PhysicsShape__type.html b/enum_ege__PhysicsShape__type.html
new file mode 100644
index 0000000..33eb575
--- /dev/null
+++ b/enum_ege__PhysicsShape__type.html
@@ -0,0 +1,98 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
enum: ege::PhysicsShape::type Description:
+
+
+
Value list
+
+
Detail:
+
unknow
+unknow = 0
+
+
box
+box = 1
+
+
capsule
+capsule = 2
+
+
cone
+cone = 3
+
+
convexHull
+convexHull = 4
+
+
cylinder
+cylinder = 5
+
+
sphere
+sphere = 6
+
+
+
+
diff --git a/enum_ege__property.html b/enum_ege__property.html
new file mode 100644
index 0000000..e81e614
--- /dev/null
+++ b/enum_ege__property.html
@@ -0,0 +1,99 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
enum: ege::property Description:
+
+
+
Value list
+
+
Detail:
+
typeNone
+typeNone = 0
+
+no element property
+
typeString
+typeString = 1
+
+type element static_cast<std::string*>(xxxxxxx)
+
typeJson
+typeJson = 2
+
+type element static_cast<ejson::Value*>(xxxxxxx)
+
typeXml
+typeXml = 3
+
+type element static_cast<exml::Node*>(xxxxxxx)
+
typeUser1
+typeUser1 = 4
+
+user type 1
+
typeUser2
+typeUser2 = 5
+
+User type 2
+
+
+
diff --git a/enum_ege__resource__Mesh__normalMode.html b/enum_ege__resource__Mesh__normalMode.html
new file mode 100644
index 0000000..e57dc81
--- /dev/null
+++ b/enum_ege__resource__Mesh__normalMode.html
@@ -0,0 +1,75 @@
+
+
+
+
+ ege Library
+
+
+
+
+
+
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
+
+
+
+
enum: ege::resource::Mesh::normalMode Value list
+
+
Detail:
+
normalModeNone
+normalModeNone = 0
+
+
normalModeFace
+normalModeFace = 1
+
+
normalModeVertex
+normalModeVertex = 2
+
+
+
+
diff --git a/index.html b/index.html
index 936a572..f91725c 100644
--- a/index.html
+++ b/index.html
@@ -4,29 +4,52 @@
ege Library
+
-
ege Library
-
ege
-
-
+
+
+
API:
+
Associate libraries:
+
+
+
+
+
+
ege TODO : Main page ...
+